Age of Adventure

Albarand Giant Grunt

Huge Humanoid, Elemental Giant Albarand Giant, Tribal Warrior, Albarand Giant, Level 3

HP: 0 / 0
PoS: 

HP: 45 (2d8, 1d12)

DgC/BC: 5/20

Speed: Normal: 8

Initiative: 0

Carrying capacity: 19

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

-2

STR

6

VIT

4

CHA

-1

INT

-1

WIS

0

Skills

Adventuring: 2, Block: 6, Exertion: 7, Focus: 1, Intimidation: 6, Life Force: 2, Nature: 1, Perception: 2, Resilience: 5, Sleight: 1, Stamina: 3, Toughness: 5

Specialisations

Block Class: +2, Checks Against Cold: +2, Dodge Class: -1, Melee Attacks: +2, Movement: +2, Tracking: +2

Languages

Giant, Glacial

Abilities

Brute. Whenever Albarand Giant Grunt is forced to make INT, WIS or CHA check it can use its STR instead. Whenever Albarand Giant Grunt makes an attack using its STR it deals additional STR bludgeoning damage.

Cold Eyes. Protection from cold damage. Whenever Albarand Giant Grunt deals damage with melee attack the target must make Bravery(WIS) check equal to the damage taken or be scared of Albarand Giant Grunt until the beginning of its next turn.

Hard to Hide. Albarand Giant Grunt has disadvantage on stealth checks.

Tough. Once per long rest, when Albarand Giant Grunt drops to 0 HP, but isn't outright killed, it can immediately use one of its hit dice, adding its Toughness(VIT) to the roll and healing itself for that amount. It still gets 1 level of system stress.

Actions

◆◆: Step of the Worldmaker. Albarand Giant Grunt moves up to its full movement speed, ignoring difficult terrain. All creatures within 2 m of Albarand Giant Grunt at any point that stand on same ground and are smaller than Albarand Giant Grunt must make Acrobatics(AGI) check equal to 8 + Albarand Giant Grunt's Exertion(VIT) or be knocked prone. If Albarand Giant Grunt passes through the space of prone creature using this ability, that creature takes 1d6 bludgeoning damage for each size category Albarand Giant Grunt has.

Equipment

1x Hide Armour

Level 0 Armour, Medium Armour

Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 10 Resilience(VIT) check to gain the benefits of the long rest.
Warm Clothing. This creature has advantage on all checks against cold and cold damage and disadvantage on all checks against heat and heat damage.

10 min: Dress Or Undress. You dress or undress Hide Armour.

Lore

It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.