Steading of the Hill Giant Chief, Redux

CM

Adventurer
I'm running a 3.5-converted, heavily-modified version of Sean Reynolds' 2nd edition "Against the Giants" campaign. As I get time I'll post some of the key NPCs I built for this the steading.

First up is the Keeper. One of the changes I made was to replace the original Keeper. Instead of his normal room, he resides in the dungeon-level room formerly containing the manticores. Once the trap in the previous room is triggered, the portcullis raises, allowing him to engage intruders.

The Keeper, as he's now known among the hill giants of the steading, is the former chief Nosnra. He was challenged to single combat by his former lieutenant soon after the invasion, and lost. Disfigured and hobbled by the attack, he was banished to a cell in the dungeon, where he languished for years, a prisoner in his own keep.

About ten years ago, the hill giant high priest began experimenting with clay golem creation. As practice, he created new arms and legs to replace those of the crippled Nosnra, allowing him to gain back his strength and mobility. In addition, he implanted false memories of undying loyalty to himself and to the new chief, ensuring that Nosnra would follow their every whim.

Unfortunately the mental strain of having nonliving limbs took its toll, and soon Nosnra fell into depravity and aberrant behavior. He was locked in a cell and left alone for years, his mind steadily decaying. He was outfitted with a suit of armor by the hill giant armorsmiths, its plates bolted directly to his bones. A metal cage was wired around his jaws, to prevent him from gnawing at his own clay limbs.

Today, the Keeper is an utterly insane creature whose only goal is the protection of the secret treasure room from outsiders. He is a hulking brute, standing a full head taller than most hill giants, with clay limbs like tree trunks blending seamlessly with the remnants of his original body. He fights fearlessly until either he or his target is dead.

The Keeper—Clay Half-Golem Hill Giant Barbarian 6 (CR 16)
Size/Type: Large Construct
HD: 12d8+6d12+30 (123 HP)
Initiative +1
Speed 35’ (can’t run, base speed 50)
AC: 27, touch 10 (+7 natural, +1 Dex, -1 size, +10 armor)
Base Attack/Grapple: +15/+32
Attack: +1 Greatclub +29 melee (2d8+20) or slam +28 melee (1d4+13)
Full Attack: Greatclub +29/+24/+19 melee (2d8+20) or 2 slams +28 melee (1d4+13)
Full Attack (hasted + frenzied + berserk): Greatclub +32/+32/+32/+27/+22 melee (2d8+26)
Full Attack (hasted + frenzied): Greatclub +30/+30/+30/+25/+20 melee (2d8+23)
Full Attack (frenzied + berserk): Greatclub +29/+29/+24/+19 melee (2d8+26)
Saves: Fort +13, Ref +7, Will +6
Abilities: Str 36, Dex 13, Con --, Int 4, Wis 10, Cha 1
Feats (7): Power Attack, Cleave, Combat Reflexes, Improved Bull Rush, Knockback (Races of Stone), Improved Sunder, Combat Brute (Complete Warrior)
Special Qualities: Low-Light Vision, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +2, DR 10/adamantine bludgeoning, clay golem immunities, construct traits

Nosnra originally had the whirling frenzy rage variant, granting him +4 Strength, +2 dodge bonus to AC and Reflex saves, and one additional attack per round (but all attacks at -2). The clay half-golem’s berserk ability begins automatically when the Keeper takes damage. It grants +4 Strength, -2 AC. Berserk cannot be ended prematurely. Combined, these abilities grant +8 Strength and +2 to Reflex saves, one additional attack per round, and all attacks have a -2 penalty. I assume that since he doesn’t have a Con score, he can frenzy as long as there are still mobile enemies in the vicinity (thank the RBDM in me for that).
Although UA states that you can’t stack whirling frenzy with other types of rage, the clay half-golem’s berserk ability isn’t technically barbarian rage. I rule they stack, since berserk specifically states it stacks with barbarian rage.

Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

Tactics:

Round 1:
frenzy, charge the nearest creature. Use 6 points of power attack, for a total of +25 attack, 2d8+35 damage. Knock the target back 5’ with the Knockback feat (+23 Strength check). The advancing blows ability of Combat Brute grants +1 attack and damage per square you knocked the opponent back against that opponent on round 2.

Round 2: Assuming he is damaged before round 2, activate berserk and haste. If undamaged, just activate haste. Use the momentum swing ability of Combat Brute (subtracting 5 points of power attack to gain +15 damage on each attack) and make a full attack. Knock targets back with each hit if desired. The Keeper gets a +37 on these special bull rush checks when the full power-up suite is on. Note that knockback movement does not provoke attacks of opportunity. Against a tank, attack twice (with knockback each time), step 5’ closer, then attack again (with another knockback). The tank will be forced to approach 10’ next round, eliminating full attacks, and you will get +3 attack and damage against him, for pushing him back 3 squares, plus probably an attack of opportunity.

Round 3: Continue with full attacks. Any weapons bypassing DR should be sundered immediately (be sure to use the sundering cleave ability of Combat Brute to cleave the opponent after sundering his weapon). If a charging foe provokes an attack of opportunity, use knockback to spoil the charge.

Notes: If you don’t have Complete Warrior (Combat Brute feat) or Races of Stone (Knockback feat), substitute great cleave and improved critical. When I ran the Keeper, he had a +1 maul rather than a +1 greatclub (same damage, but crit for x3, was harder to damage). His armor is a +5 breastplate, but since it is bolted to his skeleton rather than worn like armor, it will be difficult for PCs to make use of without reworking it.

I didn't give him skill points, but he should have 18 from hill giant and 24 from barbarian (started at 8 Int, increased to 9 Int at 4 HD and 10 Int at 8 HD). His later intelligence reduction due to the half-golem template does not affect his existing skill points.

Let me know if you see any mistakes!
 

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