BOZ
Creature Cataloguer
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
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