Kryx RPGThemes
Stone Giant Dreamwalker

Stone Giant Dreamwalker

Huge giant (stone giant)
Challenge
10

STR
6
DEX
2
CON
5
INT
0
WIS
−1
CHA
1

161
14d12+70
20
Soak
2
Fort
+8
Ref
+7
Will
+3
Defense note natural armor
Condition immunities charmed, frightened

Speed 8 m.
Skills Athletics +9 (20), Brawn +9 (20), Insight −1 (10), Perception +2 (13)
Senses low-light vision, darkvision 10 m.
Languages Common, Jotun

Dreamwalker’s Charm. An enemy that starts its turn within 5 meters of the stone giant dreamwalker must make a Difficulty 13 Will saving throw, provided that the stone giant dreamwalker isn’t incapacitated. On a failure, the creature is charmed by the stone giant dreamwalker. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to the stone giant dreamwalker’s Dreamwalker’s Charm for 24 hours.

Maneuvers. The stone giant dreamwalker uses maneuvers (maneuver save Difficulty 18). It has 20 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: debilitating crush, disorient, distant shot, hammer spin, hammer through, hammering blow, knockback, nimble, spring attack

2 stamina dice: tremoring strike, uncanny dodge

Actions (2)

Greatclub. Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 19 (3d8 + 6) bludgeoning damage.

Club. Melee Weapon Attack: +9 to hit, reach 2 m. Hit: 13 (3d4 + 6) bludgeoning damage.

Petrifying Touch (1/turn). The stone giant dreamwalker touches one Medium or smaller creature within 2 meters of it that is charmed by it. The target must make a Difficulty 17 Fortitude saving throw. On a failure, the target becomes petrified, and the stone giant dreamwalker can adhere the target to its stony body. Restoration augmented to greater restoration and other magic that can undo petrification have no effect on a petrified creature on the stone giant dreamwalker unless the stone giant dreamwalker is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.

Rock (1/turn). Melee or Ranged Weapon Attack: +9 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a Difficulty 18 Reflex saving throw or be knocked prone.

Coastal, Hill, Mountainvgtm

Maneuvers

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The 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.

As an action, make a ranged weapon attack at double your weapon’s range and long range.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

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

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

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

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

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

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to cause a tremor to ripple out from the creature. Each creature on the ground other than you within 1 meter of the creature must make a Reflex saving throw.

On a failure, a creature is knocked prone.

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 for each additional stamina die expended.

  • You can expend 1 additional stamina dice to increase the area to within 2 meters of the creature.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. You make the roll with advantage or the attack against you is made with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.