Hill Giant Warrior

Hill Giant Warrior
Level 9 (+5)
"So the king wanted his revenge, and there I was, faced with an impossible task. I stalked one of the children back to his camp, and was horrified to see that the fee I had charged was a paltry sum when compared to the enormity of the task laid before me. These were not simple brutes, they walked with balance and purpose, and fighting just one would be like fighting ten soldiers at the same time."
——Loken Trist, Semi-Retired Adventurer
The warriors of a Hill Giant tribe are basically adults who have survived enough combat scenarios to be considered soldiers among their own kind. Conversely, they may have served as actual soldiers in a real army, in most cases serving as heavy artillery to throw stones from behind the lines at approaching foes. In any case, a Hill Giant Warrior can be expected to be as well trained as your average human fighter, only four times as large and therefore much more dangerous. It is highly advisable to attack such combatants in groups, rather than attack them head on by oneself.
Awareness
17
Senses
Low-Light Vision
Initiative
12/1d10
Hitpoints: 119
Healing Value: 23
Resilience: +6
Morale
1
AC
20/23
Touch
18
Fort
21
Reflex
16
Will
17
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
26 / 31
DEX
7 / 12
CON
21 / 26
INT
7 / 8
WIS
12 / 13
CHA
8 / 9
REC 10
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs AC (ArN 4)
Spiked Greatclub Smash
2d12 + 20 (avg 33) Bludgeoning and Piercing damage
Melee Reach 10ft • One creature
The Hill Giant Warrior hefts its crude weapon and slams it into its target.
+14P vs AC (ArN 4)
Rock Toss
2d12 + 20 (avg 33) Bludgeoning damage
Range 120 ft • One creature within range
The Hill Giant Warrior palms a boulder out of its bag, then hurls it with all of its strength at a target.
2d12 + 20 (avg 33) Bludgeoning damage
Grapple +14
Special Attacks (3 AP)
+14 vs AC (ArN 4)
Crushing Club  • Advanced
4d12 + 27 (avg 53) Bludgeoning Piercing damage
Melee Reach 10ft • One creature within reach
The Hill Giant Warrior swings down atop its target with all the strength it can muster, attempting to pulverize it. On a hit, the target suffers Pain (1) for 1d4 rounds.
+14P vs AC (ArN 4)
Chest Throw  • Advanced
4d12 + 27 (avg 53) Bludgeoning damage
Range 80 ft • One creature within range
The Hill Giant Warrior takes up a boulder in both hands, holding it to its chest before hurling it with brutal force into a target. On a hit, the target is Stunned for 1d6 segments.
+14 vs AC (ArN 4)
Swat Weaklings [1/Rest]  • Advanced
4d12 + 27 (avg 53) Bludgeoning damage
Melee Reach 10ft • All creatures within reach
The Hill Giant winds up with its Spiked Greatclub, and swings it in a wide arc into the path of its enemies. On a hit, the target is Pushed 10 ft and knocked Prone.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
50 ft
Sprint
75 ft
Overland Movement
40 mi/day
Qualities
  • Natural Armor: AC +2/+5 (inc)
Skills: Balance R3 (+8), Climb R4 (+15), Jump R4 (+11), Tumble R2 (+3), Listen R4 (+7), Spot R4 (+7), Cooking R2 (+3), Hunting R3 (+5), Survival R2 (+7), Coercion R4 (+11), Deception R1 (+0), Manipulation R2 (+2), Aloofness R2 (+2), Bravery R4 (+10), Suspicion R2 (+3)
Feats: Heavy Hitter, Tough, More Precise
Philosophies: Rank 1 Mental, Rank 5 Physical, Rank 3 Martial
Combat Training: Melee 2, Ranged 2, Parry 4, Fort 2, Reflex 2, Will 2
Wits: +1, Brawn: +21
Equipment: Spiked Greatclub
Charm
-2
Coercion
+11
Deception
0
Manipulation
+2
Persuasion
-1
Aloofness
+2
Bravery
+10
Intuition
-1
Tolerance
-1
Suspicion
+3
Social
Composure: 12
Languages: Giant
Motives: Hunt for food, Intimidate or kill smaller creatures
Prejudices:


    Hill Giants are the most primitive, common version of giants. They resemble extremely large humans with somewhat more primal facial features. An average Hill Giant can weigh anywhere from 900 to 1200 lbs. depending on their height, which ranges from 10 to 11 feet, and are known to live up to 200 years or so. They are brutish, slow-witted and greedy, and survive by hunting and raiding villages of other smaller, weaker creatures. Their hair and eye colors are typically of dirtier varieties, ranging from black to brown, and their eyes small and beady. Hill Giants most commonly fortify themselves with crudely fashioned animal hide and jagged great clubs, basically anything they can find that is thick, heavy and requires little effort to assemble.

    History

    Throughout history Hill Giants have served as heavy infantry for armies comprised of mostly evil creatures. Being malicious and greedy themselves, they are known for being easily conscripted into large armed forces, although controlling them is another matter. Giants are an old, long lived race of the mortal plains, and were alive long before the smaller mortal races. Some believe them to be a bastard offspring of the legendary race of Titans, although any Hill Giant will claim that they are separate.

    Culture

    Hill Giants are a mostly tribal community, although somewhat organized. They have a pecking order and a respect for each other's authority, although no regard whatsoever for creatures smaller than them. They are typically found in, not surprisingly, large, hilly areas, plains and mountains, some tribes even known to inhabit large wooded areas. They are a constant nuisance to their neighbors, as they tend to view everything they see as their property until brute force is used to explain to them that this is not the case. If not kept in check, Hill Giants are known for taking over entire landscapes (including making slaves of any humanoids smaller than them), which only attracts more Hill Giant tribes looking for easier living. On occasion, Giants can be seen mingling with Ogres and Trolls, some of the few races in the realms giants seem to regard with some modicum of respect, most likely do to their size and strength.