KING
Storm Giant Quintessent

Storm Giant Quintessent

Giant · no Crown (Transcendent)

T5d12Major

Elemental air lords, storm giant quintessents dissolve into gales, reforming regal.

Tier 5  ·  Role Major  ·  Pool Vigor 4 / Vitality 10  ·  AC 14  ·  ATK +8  ·  Save DC 19  ·  Dmg d12

AC148 base + 6 Sense
Vigor4Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d10rerolled each round
Attack+8d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind20+5d10
Sense22+6d12
Heart8-1-d3
Cunning18+4d8
Fate22+6d12

Passives

Passive

Air Form

Can dissolve into formless wind: cannot be grabbed, restrained, or knocked prone, and slips through gaps an inch wide.

Passive

Storm-Born

Immune to lightning and thunder damage. When its lightning sword hits, the target takes 1 extra Vigor damage.

Maneuvers

Maneuver

Windblast

30 ft cone of shearing gale. Each creature makes a Body save (DC 19) or takes 1 Vigor damage and is pushed 30 ft.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Lightning Storm

Telegraph · disrupt d6 · Body save

Calls down forking lightning on up to 3 creatures it can see within 500 ft. Each makes a Body save (DC 19): on a failure it takes 5 damage, on a success 1 Vigor damage.

Tactics

GM tactics

Ascended storm giants who became one with storms. Tests mortals with tempests. Can be reasoned with but easily offended.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d12. A crit rolls two: 2d12.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.