Unique Giant

Magonus

First Post
Recently, I've begun collecting the DnD Miniatures and just picked up my first box of Giants of Legend a few days ago. While going through them, I noticed that the nightwalker mini (game height of 20') is just a little bit shorter than my Sigmund Freud action figure (approximate game height of 25'). I decided that he could make an amusing encounter to give a small bit of levity to my campaign and immediately set about stating him out. Below are the stats that I've given him, as well as the way that I plan on introducing him to my campaign.

Feel free to use him, and critiques/criticisms are more than welcome.


Sigmund Freud
Huge Giant (5th level Professional)
Hit Dice: 18d8+70 + 5d6+35 (207 hp)
Initiative: +2
Speed: 40ft
Armor Class: 28 (-2 Size, -2 DEX, + 12 Natural, + 10 (banded mail +4)), touch 6, flat-footed 26
Base Attack/Grapple: +13/+21
Attack: +2 Quarterstaff: +21 (2d6+9 melee) or Slam: +19 (1d8+7 melee)
Full Attack: + 2 Quarterstaff: +21/+16/+11 (2d6+9 melee) or 2 Slams: +19 (1d8+7 melee)
Space/Reach: 15’/15’

Special Attacks: Ash (Ref DC 18), Fireball (Ref DC 18), Moradyn Vapor (Ref DC 18), Charm Person/Monster at Will (Will DC 20), Dominate Person/Monster 3/day (Will DC 24), Mindrape 3/day (Will DC 24)

Special Qualities: DR 10/+1
Saves: Fort: +24, Ref: +16, Will: +24

Abilities: STR: 25 (+7)
DEX: 6 (-2)
CON: 25 (+7)
INT: 22 (+6)
WIS: 14 (+2)
CHA: 20 (+5)

Skills: Alchemy: 19+6=25
Appraise: 5+6=11
Bluff: 19+5=24
Diplomacy: 19+5+2=26
Gather Information: 19+5=24
Heal: 5+5=10
Listen: 19+2=21
Knowledge (History): 19+6=25
Knowledge (Medicine): 19+6=25
Knowledge (Psychology): 19+6+3=28
Knowledge (Religion): 5+6=11
Profession (Psychotherapist): 19+2=21
Sense Motive: 19+2+2=23
Spot: 5+6=11

Feats:4+2 Ability Focus (Ash)
Ability Focus (Fireball)
Ability Focus (Moradyn Vapor)
Improved Initiative
Negotiator
Skill Focus (Knowledge (Psychology))

Environment: Unique
Organization: Unique
Challenge Rating: 14
Treasure: Standard coins, double goods, standard items
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: ---

Freud appears as a dapper man in his early 60’s, with trim white hair and beard. He wears nice, clothes over banded mail and is always seen with a cigar, glass of liquor and his walking stick. He is 25’ tall. His house is well furnished and, were it not scaled to his size, would look at home in the nicer regions of any large human city.


Freud is currently running a “therapy”/drug trafficking business with a number of local giant clans. He convinces them that they need help, then gets them hooked upon Moradyn Vapor. In the forest behind his house, he has a number of goblins at work harvesting the plant leaves necessary to make the drug, keeping them working with one hill giant that he has dominated, as well as keeping all of the goblins charmed and addicted to the drug from a young age. At any given time, there will be between 20 and 30 adult goblins, and a like number of youths.

At first, Freud will seem friendly, chatting amiably with the PCs while he puffs on a cigar and sips from his glass of liquor. If the PCs have encountered any of the regions giants they may have noticed their unusual behavior. If questioned about this, he will explain proudly that he has been treating them with psychoanalysis and medication. If the PCs, came around the back of the house before coming in, they may have noticed the goblins in shackles, harvesting the Moradyn leaves. If pressed about it, he will politely ask the PCs to leave his home, if they refuse he can become angry at the drop of a hat and will immediately attack the PCs with no warning. If the PCs are non-accusatory towards Freud, he may attempt to garner their aid in dealing with a tribe of storm giants that have proven very uncooperative and have been disrupting his operation.

Freud speaks Celestial, Common, Draconic, Dwarven, Elven, Goblin, and Giant.

Combat:
After using his Fireball ability, initiative is rolled for and combat proceeds normally. Freud will usually attempt to dominate one opponent, then proceeds to fight with a mixture of his special abilities and formidible melee skills.

Ash: Freud is constantly smoking a large cigar, as a normal action he can take it from his mouth, flick a cloud of ash, and then return it. The ash is treated as a touch attack (with no attack of opportunity allowed) to any individuals within 5’ of the target individual. It deals 2d8 points of fire damage, reflex save (DC18) for half. Freud can use this ability once every 1d4 rounds.

Fireball: Freud always starts combat by using his fireball ability. As a full action, he takes a swig of his drink, throws the glass at an opponent (+11 ranged attack: 2d4 damage, 30’ range. 50% chance of glass shattering and inflicting an additional 2d4 damage, reflex save by all within 5’ DC (18) to avoid becoming soaked), then spits the potent liquor out, lighting it with his cigar as he does so. Treat this as a 30’ cone of fire, 4d8 damage, reflex save (DC18) for half (if an individual became soaked, no reflex save allowed).

Moradyn Vapor*: This modified strain of the already potent drug is one that Freud has a habit of prescribing to his patients. As a normal action, he removes a handful of powdered Moradyn from a pouch at his belt and flings it at his opponents. The powder hits everyone in a 25’ arc in front of Freud and they must make a reflex save (DC 18) to avoid inhaling the powder. Those who fail must immediately make a fortitude save (DC18) or take 1d10 points of CON damage. They must make the same save 10 rounds late or again take 1d10 point of CON damage. In addition, they must make a fortitude save (DC 25) to avoid becoming addicted (Extreme drug, DC 25, satiation 1 day, damage 1d6 DEX, 1d6 WIS, 1d6 CON). Freud has enough Moradyn in his pouch to use this ability a maximum of 5 times during the fight. Due to his intimate knowledge of the drug and a careful exposure, Freud is immune to the affects.

Spell-like Abilities: All abilities are as cast by a level 10 sorceror.

Charm Person/Monster:
A favorite tactic of Freud is to attempt to charm a member of the party, typically a fighter type, and turn them against their companions. He can use this ability at will once per round as a free action, and it has a will save of DC 20.

Dominate Person/Monster: If an individual resists Freud’s charm spell (or shakes it off when ordered to attack a comrade), he will attempt to dominate them. When the PCs arrive, there is a 10% chance he will only have two uses left, having used a daily use on his hill giant slave. Otherwise, he can use it three times with a will save DC 24 to avoid being dominated.

Mindrape*: During a fight, Freud will talk continuously, attempting to get inside of an opponent’s head and convince them of all sorts of things, from a deep seated lack of self-confidence, to a subconscious desire for one of their parents. After three rounds of this, as a free action he can cast the spell Mindrape, altering the individual’s thoughts and placing them under the effect of an Insanity spell. He can use this ability 3/day and it has a will save of DC 24.

*See The Book of Vile Darkness
 

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Sorry, this is my first homebrew, so I forgot a few things.

First and foremost, Freud considers himself a doctor. He honestly believes that he is helping these giants and that since goblins are evil creatures, using them for "the greater good" is 1) justifiable and 2) a good in and of itself since they aren't out pilaging due to their forced labor. And since the goblins began "working" for him and taking their "medicine", they no longer have quite so many issues as they once did.


That's why he's LN, rather than LE.
 

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