Albarand Giant Tribesman
Huge Humanoid, Elemental Giant Albarand Giant, Tribal Warrior, Albarand Giant, Level 9
HP: 134 (3d8, 4d10, 2d12)
DgC/BC: 6/24
Speed: Normal: 8
Initiative: 0
Carrying capacity: 22
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
-2
STR
7
VIT
4
CHA
-1
INT
-1
WIS
0
Skills
Adventuring: 3, Block: 7, Bravery: 1, Dodge: 1, Engineering: 1, Exertion: 11, Focus: 1, Intimidation: 6, Life Force: 4, Nature: 1, Perception: 2, Resilience: 5, Sleight: 1, Stamina: 5, Toughness: 7
Specialisations
Block Class: +3, Checks Against Cold: +2, Dodge Class: -1, Hammers: +2, Maces: +2, Melee Attacks: +2, Movement: +2, Staves: +2, Tracking: +2
Languages
Giant, Glacial
Abilities
Bludgeoneer. When Albarand Giant Tribesman attacks with a Mace, Hammer or Staff, 19 counts as a critical hit for it. Hammer, Mace or Staff attacks Albarand Giant Tribesman makes deal one additional die of damage if Albarand Giant Tribesman is bigger than its target. Whenever Albarand Giant Tribesman attacks with Hammer, Mace or Staff it deals one additional die of damage.
Brute. Whenever Albarand Giant Tribesman is forced to make INT, WIS or CHA check it can use its STR instead. Whenever Albarand Giant Tribesman makes an attack using its STR it deals additional STR bludgeoning damage. If Albarand Giant Tribesman it not gargantuan it counts as one size category bigger for all effects that use its size. Albarand Giant Tribesman ignores difficult terrain when using its walking speed.
Cold Eyes. Protection from cold damage. Whenever Albarand Giant Tribesman deals damage with melee attack the target must make Bravery(WIS) check equal to the damage taken or be scared of Albarand Giant Tribesman until the beginning of its next turn.
Hard to Hide. Albarand Giant Tribesman has disadvantage on stealth checks.
Knockdown. Once per turn, when Albarand Giant Tribesman fully hits a creature with a Hammer, Mace or Staff that creature must make Toughness(STR) check equal to damage taken, max 40, or be prone. Creatures bigger than Albarand Giant Tribesman gain 1 level of advantage on this check for each size category they are bigger than it.
Tough. Once per long rest, when Albarand Giant Tribesman 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. Whenever Albarand Giant Tribesman is forced to make a skill check, it can spend one of its hit dice and add it to the roll.
Actions
◆◆: Step of the Worldmaker. Albarand Giant Tribesman moves up to its full movement speed, ignoring difficult terrain. All creatures within 2 m of Albarand Giant Tribesman at any point that stand on same ground and are smaller than Albarand Giant Tribesman must make Acrobatics(AGI) check equal to 8 + Albarand Giant Tribesman's Exertion(VIT) or be knocked prone. If Albarand Giant Tribesman passes through the space of prone creature using this ability, that creature takes 1d6 bludgeoning damage for each size category Albarand Giant Tribesman has.
Equipment
1x Giant Club
Level 0 Weapon, Mace
Coating: 1
Crushing Blows. All attacks with this weapon have reach extended by one. All single target attacks are against all targets in half circle instead.
◆◆: Bash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit. 1d12 + STR bludgeoning damage.
◆◆◆: Knock Back. Two-handed melee weapon attack. Reach: 2 m. All targets in half circle. Exertion(STR) to hit. 2d6 + STR bludgeoning damage. Targets must make Toughness(STR) check equal to the damage taken, max 40, or be knocked back by 1 m. On complete failure they are also knocked prone. Targets get advantage for each size category they are bigger than This creature.
◆◆◆◆: Power Bash. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) to hit, ⨂d6 bludgeoning damage where ⨂ is This creature's STR. The target must make a Toughness(STR) check equal to the damage taken, max 40, or be knocked 2 m away from This creature. On complete failure it is also knocked prone. Target gains one level of advantage for each size category it is bigger than This creature. This creature can move into its melee range of the target as a free action immediately after this attack.
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.