KING
Storm Giant

Storm Giant

Giant · no Crown (Often serve the High King)

T5d12Major

Tempest kings of peaks, storm giants control weather, tridents lightning-charged.

Tier 5  ·  Role Major  ·  Pool Vigor 8 / Vitality 10  ·  AC 14  ·  ATK +7  ·  Save DC 19  ·  Dmg d12

AC149 base + 5 Sense
Vigor8Tier + Heart mod, regenerates
Vitality102 x Tier
Move30 ft
Initiatived8 + d8rerolled each round
Attack+7d20 + bonus vs AC, two or three a turn
Damaged12crit 2d12
Save DC19Tier 5 DC
Crit16+Cunning 18
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind18+4d8
Sense20+5d10
Heart16+3d6
Cunning18+4d8
Fate8-1-d3

Passives

Passive

Storm-Born

Immune to lightning and thunder damage. Breathes air and water. When its greatsword hits, the target takes 1 extra Vigor damage from crawling lightning.

Passive

Master of Weather

Can call or calm the local weather over the course of an hour. Flying creatures caught in its storms must land or fall.

Maneuvers

Maneuver

Thunderclap

Claps its hands with a peal that cracks stone. Each creature within 30 ft makes a Body save (DC 19) or takes 1 Vigor damage and is dazed for 1 round.

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 Strike

Telegraph · disrupt d6 · Body save

Points its trident at one creature it can see within 500 ft. The target makes a Body save (DC 19): on a failure it takes 5 damage and is stunned 1 round, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Noble rulers who view smaller races as children. Judges disputes. Calls lightning on those who violate natural law. Retreats into storms when outmatched.

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.