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Buff these Hill Giants!
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<blockquote data-quote="BOZ" data-source="post: 2330311" data-attributes="member: 1241"><p>Hey! i'm running the classic G1 Steading of the Hill Giant Chief for 3.5 D&D. the players are levels 11-13. i thought i would give them a nasty surprise of having some giants with class levels. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>i just whipped these up in the last hour or so by adding class levels onto standard hill giants and rerolling the ability scores. give me some ideas - skills & feats can change, and they can get more magic items. i prefer stuff the PCs can't use (giant-sized weapons & armor) as well as potions, scrolls, and other limited-use items, because if the PCs beat these guys they will loot - guaranteed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>they don't need much of a change, since i don't necessarily want them to kill the characters, but a challenge is what i'm looking for.</p><p></p><p>NOSNRA, HILL GIANT CHIEF</p><p>Large Giant, 8th-level Barbarian</p><p>Hit Dice: 12d8+60 plus 8d12+40 (206 hp)</p><p>Initiative: -2</p><p>Speed: 50 ft.</p><p>Armor Class: 21 (-1 size, -2 Dex, +9 natural, +5 armor), touch 7, flat-footed 21</p><p>Base Attack/Grapple: +17/+31</p><p>Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10)</p><p>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)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), uncanny dodge, improved uncanny dodge</p><p>Special Qualities: Low-light vision, rock catching, damage reduction 1/--</p><p>Saves: Fort +19, Ref +4, Will +7</p><p>Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10</p><p>Skills: Climb +20, Intimidate +10, Jump +30, Listen +9, Spot +11, Survival +7</p><p>Feats: Cleave, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub)</p><p>Gear: Bracers of Armor +5, +3 Large Greatclub</p><p>CR 15</p><p></p><p></p><p>HILL GIANT SUB-CHIEF</p><p>Large Giant, 5th-level Fighter</p><p>Hit Dice: 12d8+48 plus 5d10+20 (149 hp)</p><p>Initiative: +2</p><p>Speed: 30 ft. in chainmail (6 squares); base speed 40 ft.</p><p>Armor Class: 23 (-1 size, -2 Dex, +9 natural, +7 chainmail [+2]), touch 7, flat-footed 23</p><p>Base Attack/Grapple: +14/+25</p><p>Attack: +2 Greatsword +22 melee (2d8+14/17-20) or slam +21 melee (1d4+7) or rock +11 ranged (2d6+7)</p><p>Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+14/17-20) or 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +16, Ref +3, Will +5</p><p>Abilities: Str 25, Dex 6, Con 19, Int 5, Wis 6, Cha 3</p><p>Skills: Climb +15, Jump +15, Listen +3, Spot +4</p><p>Feats: Alertness, Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword)</p><p>Gear: +2 chainmail, +2 Large Greatsword</p><p>CR 12</p><p></p><p></p><p>HILL GIANT CLERIC</p><p>Large Giant, 5th-level cleric</p><p>Hit Dice: 12d8+36 plus 5d8+15 (127 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.</p><p>Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +12/+22</p><p>Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6)</p><p>Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, rebuke undead</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +15, Ref +5, Will +11</p><p>Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9</p><p>Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9</p><p>Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Iron Will, Weapon Focus (greatclub)</p><p></p><p>Spells Prepared:</p><p>0: 5</p><p>1: Command, Doom, Protection From Good, Shield of Faith +domain</p><p>2: Bull's Strength, Owl's Wisdom +domain</p><p>3: Cure Serious Wounds +domain</p><p></p><p>HILL GIANT MAGE</p><p>Large Giant, 5th-level Wizard</p><p>Hit Dice: 12d8+48 plus 5d4+20 (134 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (6 squares)</p><p>Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18</p><p>Base Attack/Grapple: +11/+20</p><p>Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5)</p><p>Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, spells, familiar (dire wolf)</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +13, Ref +5, Will +7</p><p>Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8</p><p>Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14</p><p>Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger)</p><p></p><p>Spells Prepared:</p><p>0: 4</p><p>1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement</p><p>2: Mage Armor (quickened), Protection From Arrows, See Invisibility</p><p>3: Fireball</p></blockquote><p></p>
[QUOTE="BOZ, post: 2330311, member: 1241"] Hey! i'm running the classic G1 Steading of the Hill Giant Chief for 3.5 D&D. the players are levels 11-13. i thought i would give them a nasty surprise of having some giants with class levels. :D i just whipped these up in the last hour or so by adding class levels onto standard hill giants and rerolling the ability scores. give me some ideas - skills & feats can change, and they can get more magic items. i prefer stuff the PCs can't use (giant-sized weapons & armor) as well as potions, scrolls, and other limited-use items, because if the PCs beat these guys they will loot - guaranteed. ;) they don't need much of a change, since i don't necessarily want them to kill the characters, but a challenge is what i'm looking for. NOSNRA, HILL GIANT CHIEF Large Giant, 8th-level Barbarian Hit Dice: 12d8+60 plus 8d12+40 (206 hp) Initiative: -2 Speed: 50 ft. Armor Class: 21 (-1 size, -2 Dex, +9 natural, +5 armor), touch 7, flat-footed 21 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: Rock throwing, rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), 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 +30, Listen +9, Spot +11, Survival +7 Feats: Cleave, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub) Gear: Bracers of Armor +5, +3 Large Greatclub CR 15 HILL GIANT SUB-CHIEF Large Giant, 5th-level Fighter Hit Dice: 12d8+48 plus 5d10+20 (149 hp) Initiative: +2 Speed: 30 ft. in chainmail (6 squares); base speed 40 ft. Armor Class: 23 (-1 size, -2 Dex, +9 natural, +7 chainmail [+2]), touch 7, flat-footed 23 Base Attack/Grapple: +14/+25 Attack: +2 Greatsword +22 melee (2d8+14/17-20) or slam +21 melee (1d4+7) or rock +11 ranged (2d6+7) Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+14/17-20) or 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 +3, Will +5 Abilities: Str 25, Dex 6, Con 19, Int 5, Wis 6, Cha 3 Skills: Climb +15, Jump +15, Listen +3, Spot +4 Feats: Alertness, Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Improved Overrun, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword) Gear: +2 chainmail, +2 Large Greatsword 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/+22 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 Sunder, Iron Will, Weapon Focus (greatclub) Spells Prepared: 0: 5 1: Command, Doom, Protection From Good, Shield of Faith +domain 2: Bull's Strength, Owl's Wisdom +domain 3: Cure Serious Wounds +domain 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, Combat Reflexes, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger) Spells Prepared: 0: 4 1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement 2: Mage Armor (quickened), Protection From Arrows, See Invisibility 3: Fireball [/QUOTE]
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