The gallery for the War Drums expansion to the D&D minis game is now available here. Someone needs to write up a race of six-armed giants so that this guy can be used without invoking Hextor. This whole "Aspect of" thing just doesn't do much for me.
The Graznul, also known as the Six-Handed Horrors, are a races of fierce giants. Their high greed but low ambition leads them to take mercenary jobs as grunts for leaders of other giant races. They spend much of their pay on tastelessly decorated arms and armor. Traditionally they keep a pet or two in their lair, often a dire animal of some type, to serve as a guard. Their leaders are often Sorcerers or Druids.
Graznul Size/Type: Large Giant Hit Dice: 14d8+56 (119 hp) Initiative: +5 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 23 (-1 size, +1 dex, +10 natural, +3 breastplate), touch 10, flat-footed 22 Base Attack/Grapple: +10/+26 Attack: Longsword +17 melee (2d6+12/19-20) or slam +17 melee (1d4+8) Full Attack: 2 longswords +15 melee (2d6+8/19-20, 2d6+4/19-20) and 1 heavy mace +15 melee (2d6+8) and 1 flail +15 melee (2d6+8) and 1 battleaxe (2d6+8) and 1 scimitar (1d8+4/18-20) or 6 slams +14 melee (1d4+8) Space/Reach: 10 ft./10 ft. Special Attacks: improved grab Special Qualities: low-light vision, regeneration 3 Saves: Fort +13, Ref +5, Will +5 Abilities: Str 27, Dex 13, Con 19, Int 8, Wis 12, Cha 10 Skills: Climb +12, Handle Animal +2, Jump +12, Listen +5, Spot +5 Feats: Combat Reflexes, Improved Grapple (b), Improved Initiative, Improved Overrun, Multiattack (b), Multiweapon Fighting, Power Attack Environment: Temperate mountains Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 druid or sorcerer of 1st or 2nd level), hunting/raiding party (6-9 plus 1 druid or sorcerer of 3rd-5th level plus 2-4 dire wolves), or tribe (21-30 plus 1 druid or sorcerer of 6th or 7th level, 4-16 dire wolves, 2-8 dire badgers, and 3-6 dire bears) Challenge Rating: 10 Treasure: Standard Alignment: Often chaotic evil Advancement: By character class Level Adjustment: +5
The CR and level adjustments were largely eyeballed based upon the HD to CR and HD to LA ratios of comparable beasties that were in the SRD (stone giant, frost giant, xill, girallon, and troll). I tossed this together quickly, so they may well be off a bit, but they should be close.
Hmmm. I should probably have given this thing a racial bonus to climb checks.
Give me a race name and few sentences of description (temperment/habitat/societywhatever) and I'll write you up a monster stat block.
ReplyDeleteYes, I realize that this means that my character will probably have to fight one...
Of the top of my head:
ReplyDeleteThe Graznul, also known as the Six-Handed Horrors, are a races of fierce giants. Their high greed but low ambition leads them to take mercenary jobs as grunts for leaders of other giant races. They spend much of their pay on tastelessly decorated arms and armor. Traditionally they keep a pet or two in their lair, often a dire animal of some type, to serve as a guard. Their leaders are often Sorcerers or Druids.
Graznul
ReplyDeleteSize/Type: Large Giant
Hit Dice: 14d8+56 (119 hp)
Initiative: +5
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 23 (-1 size, +1 dex, +10 natural, +3 breastplate), touch 10, flat-footed 22
Base Attack/Grapple: +10/+26
Attack: Longsword +17 melee (2d6+12/19-20) or slam +17 melee (1d4+8)
Full Attack: 2 longswords +15 melee (2d6+8/19-20, 2d6+4/19-20) and 1 heavy mace +15 melee (2d6+8) and 1 flail +15 melee (2d6+8) and 1 battleaxe (2d6+8) and 1 scimitar (1d8+4/18-20) or 6 slams +14 melee (1d4+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: improved grab
Special Qualities: low-light vision, regeneration 3
Saves: Fort +13, Ref +5, Will +5
Abilities: Str 27, Dex 13, Con 19, Int 8, Wis 12, Cha 10
Skills: Climb +12, Handle Animal +2, Jump +12, Listen +5, Spot +5
Feats: Combat Reflexes, Improved Grapple (b), Improved Initiative, Improved Overrun, Multiattack (b), Multiweapon Fighting, Power Attack
Environment: Temperate mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 druid or sorcerer of 1st or 2nd level), hunting/raiding party (6-9 plus 1 druid or sorcerer of 3rd-5th level plus 2-4 dire wolves), or tribe (21-30 plus 1 druid or sorcerer of 6th or 7th level, 4-16 dire wolves, 2-8 dire badgers, and 3-6 dire bears)
Challenge Rating: 10
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +5
You, sir, are my hero. How did you decide on the CR?
ReplyDeleteThe CR and level adjustments were largely eyeballed based upon the HD to CR and HD to LA ratios of comparable beasties that were in the SRD (stone giant, frost giant, xill, girallon, and troll). I tossed this together quickly, so they may well be off a bit, but they should be close.
ReplyDeleteHmmm. I should probably have given this thing a racial bonus to climb checks.
::shrug::
Good enough for a first draft.