Hill Giants (Dungeons and Dragons) Evil Creature Ch 122
Hill Giants are the lowest ranked of the True Giants, and fittingly are both the dumbest and shortest of them, but they're capable of surprisingly cunning actions in combat and they still possess great physical abilities. While a Hill Giant getting sick is a rare sight when he they do their tribe separates them and considers them being sick a bad omen from their god Grolantor. Slightly stockier and with more rough hair, the Dire Wereboar Hill Giant is a fearsome foe. It combines the deadliness of a Wereboar with the natural strength of a Hill Giant, making it incredibly deadly.
Classification: Giant, Monster
Powers and Abilities: Superhuman physical characteristics, large size (Type 0; Can grow between to 10-12 feet long), longevity(Can live up to 200 years), enhanced senses(Has low light vision and have enhanced sense of smell and hearing), weapon mastery (Are skilled in using great clubs), limited clairvoyance(Can sense any secret passages in their territory), resistance to disease manipulation(As a true giant they're immune to most disease), poison manipulation(As a true giant they are naturally resistant to poison)|Same as before plus extreme resistance to fear manipulation(Can't be frightened), status effect inducement(Can't be effected by spells like confusion)|All powers of a regular Hill Giant and all powers of a Wereboar(Are Hill Giants afflicted with the Wereboar curse)
Attack Potency: Small Building level+(As a CR 5 monster in 5e they're on par with casters who can cast Conjure Barrage)|Small Building level+(Should be just as strong as regular Hill Giants)|At least Large Building level(As a CR 11 creature in 3.5e they should be on par with casters who can use Freezing Sphere), likely City Block level(Some comparable casters have managed such levels of power via the Control Water Spell), possibly Multi-City Block level(Comparable to casters of Disintegrate, which can destroy a large temple)
Speed: Hypersonic+ with High Hypersonic+ reactions (Keeps up with adventurers who can dodge lightning)|High Hypersonic+ with High Hypersonic+ reactions|Relativistic+(Can react to Anger of Noonday Sun), with FTL+ reactions(Can tag others with the Great Cat's Dodge feat)
Lifting Strength: Class 5 (Due to having a strength score of 25 and being large they can at max push 3.628739 tons)|Class 5|Varies from Class 5(Are as strong as regular Hill Giants in base form) to Class M(Their hybrid and boar form have a strength score of 41 which makes them superior to the Stone Golem strength wise)
Striking Strength: Small Building level+|Small Building level+|At least Large Building level, likely City Block level, possibly Multi-City Block level
Durability: Small Building level+|Small Building level+|At least Large Building level, likely City Block level, possibly Multi-City Block level
Stamina: Superhuman (Comparable to adventures who can endure impalement, loss of limb and other extreme forms of punishment and still manage to fight and press on)|Superhuman
Range: Extended melee range via weapons, tens of meters via throwing stones|Standard melee range|Standard melee range, Extended melee range via weapons, tens of meters via throwing stones
Standard Equipment: Greatclub, several rocks|None notable|Greatclub, several rocks
Intelligence: Below average to average(The dumbest Hill Giants are closer to beasts than civilized creatures while the brightest minds of Hill Giants are on par with regular humans)
Weakness: Are rather dimwitted|Same as before and will starve to death due to their disease|Same as regular Hill Giant and a Wereboar.
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