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General Tabletop Discussion
D&D Older Editions
[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 3723368" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>Group of Fire Giant Slave Soldiers (CR 15)</strong></span></p><p>hp 285 (30d8+150); group breaks apart when reduced to 0 hp</p><p>------------------------------------------- </p><p>Male fire giants</p><p>LE Gargantuan giant (fire) [mob [sup]1[/sup] of 12 large giants (modified)]</p><p><strong>Init</strong> +0; <strong>Senses</strong> Listen +0, Spot +12</p><p><strong>Languages</strong> Common and Giant</p><p>-------------------------------------------</p><p><strong>AC</strong> 20 (-4 size, -1 Dex, +8 natural, +7 armor) touch 5, flat-footed 20</p><p><strong>Immune</strong> Critical hits, fire, flanking, sneak attacks, as well as being bull rushed, grappled, and tripped</p><p><strong>Fort</strong> +22, <strong>Ref</strong> +8, <strong>Will</strong> +9</p><p><strong>Weaknesses</strong> Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area; vulnerability to cold</p><p>-------------------------------------------</p><p><strong>Speed</strong> 20 feet (4 squares)</p><p><strong>Melee</strong> mob (5d6+10)</p><p><strong>Space</strong> 20 ft.; <strong>Reach</strong> 10 ft.</p><p>Base Atk +22; <strong>Grp</strong> +44</p><p><strong>Atk Options</strong> Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, expert grappler, trample 2d6+15</p><p><strong>Special Actions</strong> Rock throwing</p><p>-------------------------------------------</p><p><strong>Abilities</strong> Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)</p><p><strong>SA</strong> Expert grappler, rock throwing, trample</p><p><strong>SQ</strong> Low-light vision, rock catching, vulnerability to cold</p><p><strong>Feats</strong> Cleave, Great Cleave, Improved Bull Rush (B), Improved Overrun, Improved Sunder, Iron Will, Power Attack</p><p><strong>Skills</strong> Climb +9, Craft (armorsmithing or weaponsmithing) +6, Intimidate +6, Jump +9, Spot +12</p><p><strong>Possessions</strong> Greatsword (x12), half-plate armor (x12)</p><p>-------------------------------------------</p><p><strong>Rock Throwing (Ex)</strong> Fire giant slave soldiers are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The members of the group can take turns hurling rocks weighing 40 to 50 pounds each (Small objects) up to five range increments (120 ft.). This attack can be used once per round as a standard action. [<strong>Ranged</strong> +22 (2d6+10)].</p><p><strong>Expert Grappler (Ex)</strong> A group of fire giant slave soldiers can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A group of fire giant slave soldiers is never considered flat-footed while grappling.</p><p><strong>Trample (Ex)</strong> A group of fire giant slave soldiers that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+15 damage. The victim can either make an attack of opportunity against the group or make a Reflex save (DC 24) to take half damage.</p><p><strong>Mob Anatomy (Ex)</strong> A group of fire giant slave soldiers has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. The group cannot be flanked, tripped, grappled, or bull rushed. See page 60 of Dungeon Master’s Guide II for more details on this special quality.</p><p><strong>Rock Catching (Ex)</strong> A group of fire giant slave soldiers can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a group that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The group must be ready for and aware of the attack in order to make a rock catching attempt.</p><p>-------------------------------------------</p><p>[sup]1[/sup] D&D Dungeon Master’s Guide II</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3723368, member: 2012"] [COLOR=DarkOrange][B]Group of Fire Giant Slave Soldiers (CR 15)[/B][/COLOR] hp 285 (30d8+150); group breaks apart when reduced to 0 hp ------------------------------------------- Male fire giants LE Gargantuan giant (fire) [mob [sup]1[/sup] of 12 large giants (modified)] [B]Init[/B] +0; [B]Senses[/B] Listen +0, Spot +12 [B]Languages[/B] Common and Giant ------------------------------------------- [B]AC[/B] 20 (-4 size, -1 Dex, +8 natural, +7 armor) touch 5, flat-footed 20 [B]Immune[/B] Critical hits, fire, flanking, sneak attacks, as well as being bull rushed, grappled, and tripped [B]Fort[/B] +22, [B]Ref[/B] +8, [B]Will[/B] +9 [B]Weaknesses[/B] Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area; vulnerability to cold ------------------------------------------- [B]Speed[/B] 20 feet (4 squares) [B]Melee[/B] mob (5d6+10) [B]Space[/B] 20 ft.; [B]Reach[/B] 10 ft. Base Atk +22; [B]Grp[/B] +44 [B]Atk Options[/B] Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Power Attack, expert grappler, trample 2d6+15 [B]Special Actions[/B] Rock throwing ------------------------------------------- [B]Abilities[/B] Str 31 (+10), Dex 9 (-1), Con 21 (+5), Int 10 (+0), Wis 10 (+0), Cha 10 (+0) [B]SA[/B] Expert grappler, rock throwing, trample [B]SQ[/B] Low-light vision, rock catching, vulnerability to cold [B]Feats[/B] Cleave, Great Cleave, Improved Bull Rush (B), Improved Overrun, Improved Sunder, Iron Will, Power Attack [B]Skills[/B] Climb +9, Craft (armorsmithing or weaponsmithing) +6, Intimidate +6, Jump +9, Spot +12 [B]Possessions[/B] Greatsword (x12), half-plate armor (x12) ------------------------------------------- [B]Rock Throwing (Ex)[/B] Fire giant slave soldiers are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The members of the group can take turns hurling rocks weighing 40 to 50 pounds each (Small objects) up to five range increments (120 ft.). This attack can be used once per round as a standard action. [[B]Ranged[/B] +22 (2d6+10)]. [B]Expert Grappler (Ex)[/B] A group of fire giant slave soldiers can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). A group of fire giant slave soldiers is never considered flat-footed while grappling. [B]Trample (Ex)[/B] A group of fire giant slave soldiers that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 2d6+15 damage. The victim can either make an attack of opportunity against the group or make a Reflex save (DC 24) to take half damage. [B]Mob Anatomy (Ex)[/B] A group of fire giant slave soldiers has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. The group cannot be flanked, tripped, grappled, or bull rushed. See page 60 of Dungeon Master’s Guide II for more details on this special quality. [B]Rock Catching (Ex)[/B] A group of fire giant slave soldiers can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a group that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The group must be ready for and aware of the attack in order to make a rock catching attempt. ------------------------------------------- [sup]1[/sup] D&D Dungeon Master’s Guide II [/QUOTE]
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