KING
Wood Giant

Wood Giant

Giant · no Crown (Mundane)

T3d8Minor

Treant-allied foresters, wood giants entwine branches, bows of yew.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 12  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1212 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body18--
Mind8--
Sense16--
Heart18--
Cunning18--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Tree Stride

Steps into one tree and out of another within 60 ft as part of its movement.

Passive

Voice of the Forest

Advantage on stealth in forested terrain; plants whisper to it of intruders in its woods.

Maneuvers

Maneuver

Entangling Roots

Roots heave up around every creature within 20 ft. Body save (DC 15) or restrained until it breaks free (Body save ends); on a success the creature takes 1 Vigor damage from lashing roots.

Reactions

Reaction

Arboreal Escape

When hit, the giant steps into a nearby tree and emerges from another within 60 ft.

Tactics

GM tactics

Guardians of ancient forests. Allied with treants and druids. Defends trees fiercely. Teleports between trees to confuse enemies.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.