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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 18 | - | - |
| Mind | 8 | - | - |
| Sense | 16 | - | - |
| Heart | 18 | - | - |
| Cunning | 18 | - | - |
| Fate | 16 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Tree Stride
Steps into one tree and out of another within 60 ft as part of its movement.
Voice of the Forest
Advantage on stealth in forested terrain; plants whisper to it of intruders in its woods.
Maneuvers
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
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.