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<blockquote data-quote="BOZ" data-source="post: 2463992" data-attributes="member: 1241"><p>based on suggestions in <a href="http://www.enworld.org/showthread.php?t=139902" target="_blank">this thread</a> i decided to make the old "cheif" into the subchief, and make a new chief plus this wicked druid (also see <a href="http://www.enworld.org/showthread.php?t=142558" target="_blank">this thread</a> for more fun):</p><p></p><p>NOSNRA, HILL GIANT CHIEF</p><p>Large Giant</p><p>Hit Dice: 12d8+72 plus 12d12+72 (276 hp)</p><p>Initiative: +1</p><p>Speed: 40 ft. in hide armor (8 squares); base speed 50 ft.</p><p>Armor Class: 27 (-1 size, +1 Dex, +9 natural, +8 hide armor), touch 8, flat-footed 20</p><p>Base Attack/Grapple: +21/+36</p><p>Attack: Greatclub +36 melee (2d8+21) or slam +31 melee (1d4+11) or rock +21 ranged (2d6+11)</p><p>Full Attack: Greatclub +36/+31/+26/+21 melee (2d8+21) or 2 slams +31 melee (1d4+11) or rock +21 ranged (2d6+11)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rage 4/day (+6 Str, +6 Con, +3 Will, -2 AC), rock throwing, uncanny dodge, improved uncanny dodge</p><p>Special Qualities: Low-light vision, rock catching, trap sense +4, damage reduction 2/—</p><p>Saves: Fort +22, Ref +9, Will +9</p><p>Abilities: Str 32, Dex 13, Con 23, Int 11, Wis 12, Cha 14</p><p>Skills: Climb +21, Intimidate +12, Jump +21, Listen +10, Spot +10, Survival +10</p><p>Feats: (9) Awesome Blow, Dodge, Improved Bull Rush, Mobility, Power Attack, Improved Disarm, Improved Sunder, Spring Attack, Weapon Focus (greatclub)</p><p>Gear: +5 Red Dragon Hide Armor (Fire Resistance 10), +5 Large Greatclub</p><p>Potions: bull’s strength, cure serious wounds, jump, displacement, invisibility, heroism</p><p>CR 19</p><p></p><p></p><p>HILL GIANT VAMPIRE</p><p>Large Undead (Augmented Giant), 5th-level Druid</p><p>Hit Dice: 12d12 plus 5d8 (100 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.</p><p>Armor Class: 26 (-1 size, -1 Dex, +15 natural, +3 hide armor), touch 8, flat-footed 26</p><p>Base Attack/Grapple: +9/+23</p><p>Attack: Greatclub +19 melee (2d8+10) or slam +18 melee (1d4+7 plus energy drain) or rock +9 ranged (2d6+7)</p><p>Full Attack: Greatclub +19/+14 melee (2d8+10) or 2 slams +18 melee (1d4+7 plus energy drain) or rock +9 ranged (2d6+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Blood drain (1d4 Con drain), children of the night, create spawn, dominate (Will DC 19), energy drain (2 levels), rock throwing</p><p>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</p><p>Saves: Fort +8, Ref +8, Will +13</p><p>Abilities: Str 31, Dex 13, Con ---, Int 8, Wis 12, Cha 12</p><p>Skills: Bluff +9, Climb +19, Concentration +6, Diplomacy +6, Hide +5, Jump +19, Listen +21, Search +7, Sense Motive +9, Spot +24, Survival +6</p><p>Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub) (bonus: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes)</p><p>Potions: Invisibility, Levitate</p><p>CR 14</p><p></p><p>Spells Prepared (substitutes summon spells):</p><p>0: 5</p><p>1: Faerie Fire, Obscuring Mist, Magic Fang, Produce Flame</p><p>2: Barkskin, Heat Metal</p><p>3: Call Lightning</p></blockquote><p></p>
[QUOTE="BOZ, post: 2463992, member: 1241"] based on suggestions in [url=http://www.enworld.org/showthread.php?t=139902]this thread[/url] i decided to make the old "cheif" into the subchief, and make a new chief plus this wicked druid (also see [url=http://www.enworld.org/showthread.php?t=142558]this thread[/url] 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 [/QUOTE]
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