Buff these Hill Giants!

based on suggestions in this thread i decided to make the old "cheif" into the subchief, and make a new chief plus this wicked druid (also see this thread for more fun):

NOSNRA, HILL GIANT CHIEF
Large Giant
Hit Dice: 12d8+72 plus 12d12+72 (276 hp)
Initiative: +1
Speed: 40 ft. in hide armor (8 squares); base speed 50 ft.
Armor Class: 27 (-1 size, +1 Dex, +9 natural, +8 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +21/+36
Attack: Greatclub +36 melee (2d8+21) or slam +31 melee (1d4+11) or rock +21 ranged (2d6+11)
Full Attack: Greatclub +36/+31/+26/+21 melee (2d8+21) or 2 slams +31 melee (1d4+11) or rock +21 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage 4/day (+6 Str, +6 Con, +3 Will, -2 AC), rock throwing, uncanny dodge, improved uncanny dodge
Special Qualities: Low-light vision, rock catching, trap sense +4, damage reduction 2/—
Saves: Fort +22, Ref +9, Will +9
Abilities: Str 32, Dex 13, Con 23, Int 11, Wis 12, Cha 14
Skills: Climb +21, Intimidate +12, Jump +21, Listen +10, Spot +10, Survival +10
Feats: (9) Awesome Blow, Dodge, Improved Bull Rush, Mobility, Power Attack, Improved Disarm, Improved Sunder, Spring Attack, Weapon Focus (greatclub)
Gear: +5 Red Dragon Hide Armor (Fire Resistance 10), +5 Large Greatclub
Potions: bull’s strength, cure serious wounds, jump, displacement, invisibility, heroism
CR 19


HILL GIANT VAMPIRE
Large Undead (Augmented Giant), 5th-level Druid
Hit Dice: 12d12 plus 5d8 (100 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 26 (-1 size, -1 Dex, +15 natural, +3 hide armor), touch 8, flat-footed 26
Base Attack/Grapple: +9/+23
Attack: Greatclub +19 melee (2d8+10) or slam +18 melee (1d4+7 plus energy drain) or rock +9 ranged (2d6+7)
Full Attack: Greatclub +19/+14 melee (2d8+10) or 2 slams +18 melee (1d4+7 plus energy drain) or rock +9 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain (1d4 Con drain), children of the night, create spawn, dominate (Will DC 19), energy drain (2 levels), rock throwing
Special Qualities: +4 turn resistance, animal companion (rat swarm), alternate form, damage reduction 10/silver and magic, fast healing 5, gaseous form, low-light vision, nature sense, resist nature’s lure, resistance to cold 10 and electricity 10, rock catching, spider climb, trackless step, undead traits, vampire weaknesses, wild empathy (+6), wild shape (1/day), woodland stride
Saves: Fort +8, Ref +8, Will +13
Abilities: Str 31, Dex 13, Con ---, Int 8, Wis 12, Cha 12
Skills: Bluff +9, Climb +19, Concentration +6, Diplomacy +6, Hide +5, Jump +19, Listen +21, Search +7, Sense Motive +9, Spot +24, Survival +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub) (bonus: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes)
Potions: Invisibility, Levitate
CR 14

Spells Prepared (substitutes summon spells):
0: 5
1: Faerie Fire, Obscuring Mist, Magic Fang, Produce Flame
2: Barkskin, Heat Metal
3: Call Lightning
 

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and here are the giants i posted earlier in the thread, modified by suggestions (the old subcheif became a mere fighter):

HILL GIANT SUB-CHIEF
Large Giant, 8th-level Barbarian
Hit Dice: 12d8+60 plus 8d12+40 (206 hp)
Initiative: -2
Speed: 40 ft. in hide armor (6 squares); base speed 50 ft.
Armor Class: 24 (-1 size, -2 Dex, +9 natural, +8 hide armor), touch 7, flat-footed 24
Base Attack/Grapple: +17/+31
Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Full Attack: +3 Greatclub +30/+25/+20/+15 melee (2d8+18/19-20) or 2 slams +29 melee (1d4+10) or rock +14 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), rock throwing, uncanny dodge, improved uncanny dodge
Special Qualities: Low-light vision, rock catching, damage reduction 1/--
Saves: Fort +19, Ref +4, Will +7
Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10
Skills: Climb +20, Intimidate +10, Jump +26, Listen +9, Spot +11, Survival +7
Feats: Awesome Blow, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub)
Gear: +5 Black Dragon Hide Armor (Acid Resistance 10), +3 Large Greatclub
Potions: bull's strength, cure serious wounds, endurance, jump, heroism, displacement
CR 15


HILL GIANT FIGHTER
Large Giant, 5th-level Fighter
Hit Dice: 12d8+48 plus 5d10+20 (149 hp)
Initiative: +1
Speed: 30 ft. in chainmail (6 squares); base speed 40 ft.
Armor Class: 26 (-1 size, +1 Dex, +9 natural, +7 chainmail [+2]), touch 10, flat-footed 25
Base Attack/Grapple: +14/+25
Attack: +2 Greatsword +22 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) slam +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +16, Ref +6, Will +5
Abilities: Str 25, Dex 13, Con 19, Int 5, Wis 6, Cha 3
Skills: Climb +15, Jump +15, Listen +3, Spot +4
Feats: Alertness, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Critical (greatsword), Improved Disarm, Mobility, Power Attack, Spring Attack, Improved Trip, Weapon Focus (greatsword)
Gear: +2 chainmail, +2 Large Greatsword
Potions: bull's strength, heroism, displacement
CR 12


HILL GIANT CLERIC
Large Giant, 5th-level cleric
Hit Dice: 12d8+36 plus 5d8+15 (127 hp)
Initiative: +0
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21
Base Attack/Grapple: +12/+26
Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, rebuke undead
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +5, Will +11
Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9
Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9
Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Grapple, Iron Will, Weapon Focus (greatclub)

Potions: cure serious wounds, owl’s wisdom

Spells Prepared: (domains, Strength & Evil
0: 5
1: Command, Doom, Sanctuary, Shield of Faith +domain Protection From Good
2: Darkness, Shatter +domain Bull’s Strength
3: Invisibility Purge +domain Magic Vestment


HILL GIANT MAGE
Large Giant, 5th-level Wizard
Hit Dice: 12d8+48 plus 5d4+20 (134 hp)
Initiative: +0
Speed: 40 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +11/+20
Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spells, familiar (dire wolf)
Special Qualities: Low-light vision, rock catching
Saves: Fort +13, Ref +5, Will +7
Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8
Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14
Feats: Cleave, Combat Expertise, Empower Spell, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger)
Gear: Wand of Fireballs (8 charges)
Potions: cure serious wounds, displacement

Spells Prepared:
0: 4
1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement
2: Mage Armor (quickened), Protection From Arrows, See Invisibility
3: Slow
 

Heh. Ugly. Take care to provide the chief with a protection from good or something, if the party has access to domination effects - chances of failure against such a spell might go as high as 95% with his will save and if there's one thing you don't want ... ;)
 

Probably too late, but I would suggest giving Calm Emotions to the clerics. Don't you just hate it when the party uses confusion on them? Of course, Remove Paralysis is another good one, along with Remove Blindness and Remove Fear.

In fact, vary their spell lists if you use more than one, so you can counter nearly any "status effect".
 
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Dakkareth said:
Heh. Ugly. Take care to provide the chief with a protection from good or something, if the party has access to domination effects - chances of failure against such a spell might go as high as 95% with his will save and if there's one thing you don't want ... ;)

unfortunately, about half of the party is neutral ...

of course, then there is that good half. :)
 


well, the party used so many spells on buffing up their own stats and such that they didn't have any left for actually using on their enemies. :) more story coming after i sleep...
 

OK, game night story. ;) about 90% of the session was a 3+ hour long battle. the group decided to take go into the main room of the Steading. instead of the setup in the module, i decided Nosnra would be out hunting, to split up the big encounter, and make sure the party was facing some really bad fellas. ;) he also has the stone and cloud giants with him.

so, in the main room was the subchief, three each of the mage, cleric, and fighter all statted above, plus about 10 regular hill giants. it took them 6 rounds to win that combat, though the tempest claimed it would only take 3. :p

the party had used the spellcaster's spells (see the thread about the Initiate of the Sevenfold Veil guy) to buff up all their stats, be hasted, stoneskinned, recitationed, invisible, etc, so they had a serious advantage. that's just what i wanted, hahahaha!

the caster came in the room first, polymorphed as a grig to be unnoticable. he cast wall of iron in front of one of the doors during the surprise round, and another wall of iron in front of another door in the following round, just about trapping all the giants in the room. good thinking, because in my plan runners would escape from every door in the first round of combat. :)

the PCs started piling into the room at that point. they did very well, and due to their protections they barely got hit. this encounter was largely cannon fodder though, designed to rough them up, make them use up their spells and such. the giant clerics cast slow on most of the party, ruining their haste effects. the party's spellcaster died due to a creature implanted in him that finally emerged and escaped. so when he died, all the buffs that he cast wore off (the party cleric had cast her fair share though).

there is a party of giants consisting of the chief, his wife, the stone and cloud giants, and whatever else i decide to throw in with them that will be returning from hunting very soon. if the PCs decide to escape, the chief will show up just in time to mess them up badly. in the meantime, we ended in the main room with 3 giants subdued, one surrendered, three that escaped by busting through one of the walls of iron, and the rest dead. one thing i might want to plan for is trapping the PCs in the room. one door is blocked, another partly blocked (Medium creatures would have to climb to get through it), but another regular door and a set of double doors are still accessible. the giants in the kitchen area are aware that something is wrong, and the three giants that escaped though the other side of the room will get a chance to cook something up even if chased (they are undamaged as of yet).
 

Environmental Modifiers

I think you have the hill giants adequately buffed / modified to give your players and adequate challenge. Have you given much thought to what situational modifiers / tricks you want to have?

- If there are large carpets / rugs in the area, you could have a giant pull the rug out and trip everyone in a given area

- You can place large chasms as obstacles in the battle field. Say 5 foot across gaps, that the giant can use a Take 10 jump check to cross. Make it 20 feet deep for 2d6 falling damage, or 4d6 for spikes at the bottom. With reach, the giants can melee attack across the gaps. Most players cannot, not without a reach weapon. The giants can also bull rush players in (huge size and strength advantage). Force a climb check to get out, and the giants can knock them back in with near impunity.

- You can use lengths of log fences, 8 feet high, and say 20 feet long, as obstacles. Giants can reach over and attack players. Giants can also make a Str check to push a length of fence over to crush the players, and then stand on it to hurt them more.

END COMMUNICATION
 

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