Young Hill Giant

Young Hill Giant
Level 8 (+4)
"I saw them playing, happily enough, tossing a large ball back and forth, singing merrily as they skipped among the rocks and decimated earth that they had chosen as their playground. As I crept closer I couldn't help but think our views on Hill Giants might be a tad prejudice, and that perhaps a peaceful co-existence could be made between our species. Then I saw who they were using as the ball. I doubted very much that the King who had hired me to track down his missing daughter would feel the same way."
——Loken Trist, Semi-Retired Adventurer
A young Hill Giant is a Hill Giant just moving into the adult phase of his life. These Giants are typically weaker, smaller and more aggressive than full grown adult giants. They lack experience in hunting, fighting and tactics, not to say Hill Giant tactics are particularly advanced. The real danger of the youthful Hill Giant is that they rarely venture very far from their home, which means if one were to encounter such a creature, they should keep their eyes out for an ambush from much bigger, dangerous adversaries.
Awareness
14
Senses
Low-Light Vision
Initiative
11/1d10
Hitpoints: 81
Healing Value: 16
Resilience: +4
Morale
1
AC
18/21
Touch
16
Fort
18
Reflex
16
Will
16
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
20 / 27
DEX
9 / 16
CON
16 / 23
INT
6 / 7
WIS
11 / 12
CHA
9 / 10
REC 10
Actions (+3 AP)
Standard Attacks (2 AP)
+10 vs AC (ArN 3)
Wild punch
2d12 + 14 (avg 27) Bludgeoning damage
Melee Reach 10ft • One creature
The Young Hill Giant takes a clumsy, untrained swing at its target.
+10P vs AC (ArN 3)
Rock Toss
2d12 + 14 (avg 27) Bludgeoning damage
Range 120 ft • One creature within range
The Young Hill Giant palms a boulder out of its bag, then hurls it with all of its strength at a target.
2d12 + 14 (avg 27) Bludgeoning damage
Grapple +12
Special Attacks (3 AP)
+10 vs AC (ArN 3)
Angry Kick  [Grapple] • Advanced
4d12 + 21 (avg 47) Bludgeoning damage
Melee Reach 10ft • One creature within reach
The Young Hill Giant kicks out at its target in frustration. On a hit, the target is Pushed 5 ft and knocked Prone.
+10 vs AC (ArN 3)
Sit [1/Rest]  • Advanced
4d12 + 21 (avg 47) Bludgeoning damage
Melee Reach 10ft • One creature within reach
The Young Hill Giant laughs stupidly as it sits on a target of Medium size or smaller. On a hit, the target is knocked Prone and Restrained [SE, ST 4d10 vs STR]. The Young Hill Giant is considered Prone until it chooses to get up (which automatically releases the target from the Restrained condition).
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
50 ft
Sprint
70 ft
Overland Movement
40 mi/day
Qualities
  • Natural Armor: AC +2/+5 (inc)
Skills: Climb R4 (+11), Jump R3 (+8), Listen R2 (+3), Spot R3 (+5), Cooking R1 (+2), Hunting R2 (+4), Survival R2 (+5), Coercion R3 (+8), Deception R2 (+3), Manipulation R3 (+5), Aloofness R3 (+5), Bravery R2 (+5), Suspicion R3 (+5)
Feats: Heavy Hitter, Tough, Physical Fortification
Philosophies: Rank 1 Mental, Rank 4 Physical
Combat Training: Melee 2, Ranged 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: +1, Brawn: +15
Equipment: None
Charm
-1
Coercion
+8
Deception
+3
Manipulation
+5
Persuasion
-1
Aloofness
+5
Bravery
+5
Intuition
-1
Tolerance
0
Suspicion
+5
Social
Composure: 13
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.