Kryx RPGThemesCreatures
Fire Giant Dreadnought

Fire Giant Dreadnought

Huge giant (fire giant)
Challenge
14

STR
8
DEX
0
CON
6
INT
−1
WIS
0
CHA
0

187
15d12+90
24
Soak
3
Fort
+11
Ref
+9
Will
+5
Defense note plate, shield
Damage immunities fire
Condition immunities burning

Speed 5 m.
Skills Athletics +13 (24), Brawn +13 (24), Insight +0 (11), Perception +5 (16)
Senses low-light vision
Languages Jotun

Dual Shields. The giant carries two shields, each of which is accounted for in the giant’s Defense. The giant must stow or drop one of its shields to hurl rocks.

Maneuvers. The fire giant dreadnought uses maneuvers (maneuver save Difficulty 21). It has 41 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, coordinated movement, covering strike, disorient, goading strike, grapple, lead the attack, sacrifice, shield bash, spring attack, unwavering mark

2 stamina dice: disarm, vengeance

5 stamina dice: clarion call

Actions (2)

Fireshield. Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 29 (6d6 + 8) bludgeoning damage plus 7 (2d6) fire damage.

Rock (1/turn). Melee or Ranged Weapon Attack: +13 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 30 (4d10 + 8) bludgeoning damage.

Shield Charge (1/turn). The giant moves up to 5 meters in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a Difficulty 21 Reflex saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.

Mountain, Underdarkvgtm

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As a reaction, which you use when a creature within 1 meter of you hits another creature with an attack roll or is hit by an attack roll, you can cause that attack to target you instead.

As an action, you can make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw (half as much on a failed save), target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to menace the creature, foiling its attacks and punishing them for harming others. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon in an attempt to disarm the creature. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it drops one item of your choice that it’s holding.

If the creature is holding the item with two or more hands it makes the saving throw with advantage.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 5 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.