Hill Giant Crone

Hill Giant Crone
Level 10 (+5)
"We saw the Matriarch look inside her tent, and casually yell something. It was followed by a harsh croaking voice that crackled loudly. What stepped out was something we had never encountered before. We had thought Hill Giants too primitive to practice any form of magic, but when the two at last descended upon us, we truly paid for every mistake we made that day."
——Loken Trist, Semi Retired Adventurer
The Crone of a Hill Giant Tribe serves as the spiritual leader, healer, and advisor to the Chieftain. In some of these tribes they are elevated to equal standing with the Chieftain, as most Hill Giants are completely ignorant and fearful of magic. A Crone will become almost immediately distinguishable from other Hill Giants. They are always older females, dressed in thick, bunchy fur robes adorned with numerous bones and stones, which are thought to have some sort of religious significance. They often cover their faces in crude smears of black and red paint to intimidate their tribe as much as enemies. Crones wield primitive earth magic focused on smashing their targets with rocks and restraining their enemies, so the lesser giants can move in for the kill.
Awareness
20
Senses
Low-light Vision
Initiative
12/1d10
Hitpoints: 124
Healing Value: 24
Resilience: +5
Morale
1
AC
18/22
Touch
16
Fort
19
Reflex
17
Will
19
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
20 / 24
DEX
8 / 12
CON
18 / 22
INT
6 / 9
WIS
17 / 20
CHA
7 / 10
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+11 vs Reflex
Hail of Stones  • Basic
3d6+3 Bludgeoning damage
Area 30ft cone
On a miss, the target suffers half damage.
Healing Waters
One ally within 30ft regain 20 hitpoints (Basic)
+10 vs AC (ArN 3)
Slam
2d10+10 damage
Melee Reach 10ft
2d10+10 damage
Grapple +11
Special Attacks (3 AP)
+11 vs Reflex
Explosion of Stone  • Advanced
6d6+3 Bludgeoning damage
Area 30ft diameter within 100ft
On a hit, the target is also knocked Prone.
+11 vs Fortitude
Immobilizing Mud
Target one creature within 50ft. On a hit, the target is Restrained [SE, ST 4d10 vs STR]. (Advanced)
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
45 ft
Sprint
60 ft
Overland Movement
40 mi/day
Qualities
  • Natural Armor: AC +2/+6, Ref +1 (inc)
Skills: Rank 2 Balance [+5], Rank 2 Climb [+8], Rank 2 Jump [+5], Rank 4 Search [+9], Rank 2 Swim [+8], Rank 4 Listen [+9], Rank 5 Spot [+11], Rank 1 Alchemy [A: +3/L&T: +3], Rank 2 First Aid [A: +5/L&T: +5], Rank 4 Herbalism [A: +9/L&T: +9], Rank 2 Hunting [A: +5/L&T: +5], Rank 2 Meditation [A: +8/L&T: +5], Rank 2 Survival [A: +8/L&T: +5], Rank 3 Elemental Pract. [A: +7/L&T: +7], Rank 3 Coercion [+10], Rank 3 Deception [+4], Rank 3 Manipulation [+4], Rank 3 Persuasion [+7], Rank 1 Aloofness [+0], Rank 2 Bravery [+5], Rank 3 Intuition [+7]
Feats: None
Philosophies: Rank 2 Mental, Rank 5 Physical, Rank 3 Elemental
Combat Training: Cast 4, Melee 2, Parry 2, Fort 2, Reflex 2, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Charm
-2
Coercion
+10
Deception
+4
Manipulation
+4
Persuasion
+7
Aloofness
0
Bravery
+5
Intuition
+7
Tolerance
+1
Suspicion
+5
Social
Composure: 11
Languages: Giant
Motives:
Prejudices:
  • Smaller Creatures: Doubt 1, Hate 1

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.