Sunday, March 3, 2019

giant rednecks

Bregucar, Hill Giant Necromancer

CR 11                                                                                                             XP: 12,800
Male hill giant necromancer 8
CE Large humanoid (giant)
Init +3; Senses life sight (10 feet, 8 rounds/day), low-light vision; Perception +18
AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
HP 145 (10d8+8d6+72)
Fort +13, Ref +4, Will +11
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee dagger +15/+10/+5 (1d6+5/19-20) or mwk greatclub+17/+12/+7 (2d8+7) or 2 slams +10 (1d8+2); melee touch + 15
Ranged ranged touch +9
Space 10 ft., Reach 10 ft.
Special Attacks command undead 5/day (DC 12), rock throwing (120 ft.)
Spell-Like Abilities (CL 8th; melee touch +15) 5/day—grave touch (4 rounds)
Spells Prepared (CL 8th)
  4th-Animate Dead (already cast; x2), Ice Storm
  3rd-Protection from Energy, Ray of Exhaustion (DC 15), Sleet Storm
  2nd-Acid Arrow, Command Undead (DC 14), False Life (x2), Summon Swarm
  1st-Cause Fear (DC 13), Chill Touch (DC 13), Feather Fall, Mage Armor, Protection from Good, Ray of Enfeeblement (DC 13)
  0th-Light, Ray of Frost, Read Magic, Touch of Fatigue (DC 12)
Str 20, Dex 8, Con 19, Int 14, Wis 10, Cha 7
Base Atk +11; CMB +17; CMD 26
Feats Arcane Armor Training, Cleave, Combat Casting, Command Undead, Craft Wondrous Item, Improved Initiative, Intimidating Prowess, Iron Will, Martial Weapon Proficiency (greatclub), Power Attack, Scribe Scroll, Weapon Focus (greatclub)
Skills Acrobatics -1, Climb +11, Heal +11, Intimidate +14, Knowledge (arcana) +20, Knowledge (religion) +13, Perception +18, Profession (mortician) +11, Spellcraft +20
Languages Common, Draconic, Giant
SQ arcane bond (dagger), power over undead
Gear potion of cure serious wounds
Other Gear +1 studded leather, dagger, masterwork greatclub, belt pouch, key ring, moonstone (worth 10 gp), silver ring (worth 25 gp), 76 gp
Environment  temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure standard (hide armor, greatclub, other treasure)
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color.
Chandylbor, Hill Giant Necromancer Apprentice
CR 9                                                                                                             XP: 6,400
Male hill giant necromancer 5
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +13
AC 17, touch 8, flat-footed 17 (-1 Dex, +9 natural, -1 size)
HP 122 (10d8+5d6+40)
Fort +12, Ref +3, Will +9
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee dagger +13/+8 (1d6+5/19-20), slam +8 (1d8+2) or greatclub +14/+9 (2d8+7) or 2 slams +13 (1d8+5)
Ranged ranged touch +7
Space 10 ft., Reach 10 ft.
Special Attacks command undead 5/day (DC 10), rock throwing (120 ft.)
Spell-Like Abilities (CL 5th; melee touch +13) 4/day—grave touch (2 rounds)
Spells Prepared (CL 5th)
  3rd-Ray of Exhaustion (DC 14), Slow (DC 14)
  2nd-Acid Arrow, Command Undead (DC 13), Ghoul Touch (DC 13)
  1st-Cause Fear (DC 12), Chill Touch (DC 12), Magic Missile, Ray of Enfeeblement (DC 12), Shocking Grasp
  0th-Acid Splash, Light, Ray of Frost, Touch of Fatigue (DC 11)
Str 20, Dex 8, Con 19, Int 13, Wis 10, Cha 7
Base Atk +9; CMB +15; CMD 24
Feats Arcane Armor Training, Cleave, Combat Casting, Command Undead, Craft Wondrous Item, Intimidating Prowess, Iron Will, Martial Weapon Proficiency (greatclub), Power Attack, Scribe Scroll, Weapon Focus (greatclub)
Skills Acrobatics -1, Climb +11, Heal +8, Intimidate +16, Knowledge (arcana) +14, Knowledge (religion) +6, Perception +13, Spellcraft +14
Languages Common, Giant
SQ arcane bond (dagger), power over undead
Gear arcane bond (dagger), power over undead coin (worth 100 gp), 67 gp, 18 sp
Environment  temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure standard (hide armor, greatclub, other treasure)
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color.
Vyjelmot, Hill Giant Priest
CR 11                                                                                                             XP: 12,800
Male hill giant cleric of Urgathoa 8
CE Large humanoid (giant)
Init -1; Senses low-light vision; Perception +9
AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
HP 153 (10d8+8d8+72)
Fort +1117, Ref +4, Will +12
Defensive Abilities death’s embrace, rock catching
Speed 30 ft. (30 ft. in armor)
Melee greatclub +18/+13/+8 (2d8+7) or 2 slams +12 (1d8+2)
Ranged rock +11 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks channel negative energy 1/day (DC 14, 4d6), rock throwing (120 ft.), scythe of evil (4 rounds, 1/day)
Spell-Like Abilities (CL 8th; concentration +11) 6/day—bleeding touch (4 rounds), touch of evil (4 rounds)
Spells Prepared (CL 8th)
  4th-Death Ward, Divine Power, Unholy Blight (D DC 17)
  3rd-Animate Dead, Dispel Magic, Invisibility Purge, Magic Circle Against Good (D), Magic Vestment
  2nd-Align Weapon (evil only D), Bears Endurance, Hold Person (DC 15), Silence (DC 15), Spiritual Weapon
  1st-Cause Fear (DC 14), Cure Light Wounds, Divine Favor, Protection from Good (D), Protection from Good, Shield of Faith
  0th-Bleed (DC 13), Guidance, Read Magic, Resistance (D Domain spell)
Domain: Death, Evil
Str 20, Dex 8, Con 19, Int 9, Wis 17, Cha 7
Base Atk +13; CMB +19; CMD 28
Feats Cleave, Combat Casting, Command Undead, Extra Channel, Improved Channel, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Climb +8, Intimidate +10, Knowledge (religion) +12, Perception +9, Sense Motive +12
Languages Giant
Other Gear hide armor, greatclub, bracers of the spectres ivory and pearl unholy symbol (worth 250 gp), keys to the door and the coffer in Area 15, polished bone prayer beads (worth 50 gp
Environment  temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and
Bracers of Spectres
Aura strong necromancy; CL 14th Slot wrists; Price 60,000 gp Weight 1 lb.
DESCRIPTION
These ornamental brass bracers are covered with a patina of verdigris indicating their great age. Imagery depicting tombs, open graves, and plundered sarcophagi are inscribed on their surfaces. Leather straps hold them in place. Like many magical objects, the bracers of spectres resize to fit their wearer.
The bracers of spectres have a pair of undead spirits bound to them, forced to unerringly serve the bracers’ owner when commanded. The owner can call upon either spectre to appear once per day, individually or together. When summoned, the spectre(s) appear to leap from the bracers, manifesting before the wearer. The spectre(s) follow any command spoken by the bracers’ owner to the best of their ability for up to one hour. After that time, a spirit returns to the bracer until the following day. A spectre that suffers damage while manifested is fully healed by resting in the bracers for 24 hours. If summoned before the period elapses, the spirit manifests in its damaged state and does not regain lost hit points until at least 24 hours have passed without it called forth. If a specter is destroyed while manifested, it is permanently lost, and the owner cannot replace the destroyed spirit. Should both specters ever be destroyed while manifested, the bracers lose their enchantment and become ordinary objects.
CONSTRUCTION
Requirements Create Wondrous Item, create greater undead; Cost 30,000 gp
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color.
Jezsyl, Hill Giant Monk
CR 7                                                                                                              XP: 3200
Female hill giant monk 1
LE Large humanoid (giant)
Init +0; Senses low-light vision; Perception +9
AC 23, touch 14, flat-footed 22 (+9 natural, -1 size, +4 dodge)
HP 82 (10d8+1d8+33)
Fort +12, Ref +5, Will +8
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee siangham +10/+5 (1d8+4) or siangham flurry of blows +2/+2 (1d8+4) or unarmed strike +10/+5 (1d8+4) or unarmed strike flurry of blows +2/+2 (1d8+4) or 2 slams +10 (1d8+4)
Space 10 ft., Reach 10 ft.
Special Attacks flurry of blows, rock throwing (120 ft.), stunning fist (3/day, DC 18)
Str 19, Dex 10, Con 17, Int 9, Wis 16, Cha 7
Base Atk +7; CMB +12; CMD 26
Feats Cleave, Combat Reflexes, Dodge, Improved Unarmed Strike, Intimidating Prowess, Martial Weapon Proficiency (siangham), Power Attack, Weapon Focus (siangham)
Skills Acrobatics +5, Climb +10, Intimidate +9, Knowledge (history, religion) +3, Perception +9
Languages Giant
Gear  2 sianghams, 144 gp
Environment  temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure standard (hide armor, greatclub, other treasure)
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color.
Gurgulash, Hill Giant Smasher
CR 13                                                                                                             XP: 25,600
Male advanced hill giant
CE Large humanoid (giant)
Init +11; Senses low-light vision; Perception +30
AC 45, touch 20, flat-footed 34 (+4 armor, +11 Dex, +21 natural, -1 size)
HP 205 (10d8+160)
Fort +23, Ref +14, Will +15
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee greatclub +26/+21 (2d8+28) or 2 slams +25 (1d8+19)
Ranged rock +18 (1d8+28)
Space 10 ft., Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Str 49, Dex 32, Con 43, Int 30, Wis 34, Cha 31
Base Atk +7; CMB +27; CMD 48
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)
Skills Climb +22, Intimidate +24, Perception +30, Sense Motive +12, Survival +12
Languages Giant
Gear belt of bones, hide armor, greatclub, gold bracelet (worth 250 gp), silver bracelet (worth 100 gp), silver snake-shaped ring (worth 100 gp), 54 pp, 178 gp, 200 sp
Environment  temperate hills
Organization solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure Belt of Bones
Aura moderate necromancy and transmutation; CL 7th Slot belt; Price 10,000 gp Weight 1 lb.
DESCRIPTION
This object is a wide girdle fashioned from crudely-tanned leather of undetermined origin and decorated with aged, yellowing animal bones sewn to the leather backing. The belt rattles when worn, and the rattling increases in volume when the wearer calls upon the object’s power.
The belt of bones provides the benefits listed below only if the wearer has the rage class ability; it is simply a decorative accessory in the possession of other classes. Up to three times per day, the bones can instantly expand to cover the wearer’s body and create a protective shell that functions exactly as the shield spell. The wearer gains a +4 enhancement bonus to strength while the belt is worn.
If the belt is worn the entire day, once per day thereafter as a free action the wearer can grant herself 3 additional rounds of rage.
CONSTRUCTION
Requirements Create Wondrous Item, rage, endurance, shield, creator must have the bloodrage or rage class ability; Cost 5,000 gp
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color.

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