Belgang the Gorgeous: Difference between revisions

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*'''Armor Class''' 13 (natural armor)
*'''Armor Class''' 13 (natural armor)
*'''Hit Points''' 136 (12d12 + 48)
*'''Hit Points''' 138 (12d12 + 60)
*'''Speed''' 20 ft.
*'''Speed''' 20 ft.
*'''Abilities'''
*'''Abilities'''
**'''STR''' 22 (+6)
**'''STR''' 22 (+6)
**'''DEX'''  6 (-2)
**'''DEX'''  6 (-2)
**'''CON''' 19 (+4)
**'''CON''' 20 (+5)
**'''INT''' 11 (+0)
**'''INT''' 11 (+0)
**'''WIS'''  9 (-1)
**'''WIS'''  9 (-1)
**'''CHA'''  8 (+0)
**'''CHA'''  8 (+0)
**'''Skills''' Perception +2
*'''Skills''' Perception +2
**'''Senses''' passive Perception 12
*'''Senses''' passive Perception 12
**'''Languages''' Giant
*'''Languages''' Giant
**'''Challenge''' 6 (2,300 XP)
*'''Challenge''' 6 (2,300 XP)


==Actions==
==Actions==
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* '''Greatclub.''' Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
* '''Greatclub.''' Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
* '''Rock.''' Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.
* '''Rock.''' Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.
* '''Massive Blow (Recharge 5-6)''' Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but doing 6d8 + 6 bludgeoning damage. On a successful hit, the creature flies up to 30' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing. If this ability has been used
* '''Massive Blow (Recharge 5-6)''' Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but doing 6d8 + 6 bludgeoning damage. On a successful hit, the creature flies up to 30' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing.
* '''Juggernaut charge''' If there is a straight line between Belgang and an area Belgang can occupy, Belgang may use an action to move up to 50 feet to move to that area and make either a single greatclub attack from it, or a Massive Blow, either of which does an extra 2d8 damage on a hit (this extra damage does not increase the distance Massive Blow can displace an enemy). At the GM's discretion, obstacles in the path may be moved away, or destroyed (including plaster or wooden walls, small boulders, and the like, but not a wall as sturdy as or sturdier than stone). Once this ability has been used, Belgang must spend a turn spending no movement before using they can charge again.
* '''Juggernaut charge''' If there is a straight line between Belgang and an area Belgang can occupy, Belgang may use an action to move up to 50 feet to move to that area and make either a single greatclub attack from it, or a Massive Blow, either of which does an extra 2d8 damage on a hit (this extra damage does not increase the distance Massive Blow can displace an enemy). At the GM's discretion, obstacles in the path may be moved away, or destroyed (including plaster or wooden walls, small boulders, and the like, but not a wall as sturdy as or sturdier than stone). Once this ability has been used, Belgang must spend a turn spending no movement before using they can charge again.


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The GM may decide to run Massive Attack with this variant, instead:
The GM may decide to run Massive Attack with this variant, instead:


* '''Massive Blow (Recharge, pool 6d8)''' Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but instead of doing the usual 3d8 damage, Belgang has a pool of 6d8 dice to draw from. The attack does damage from the number of dice chosen, +6. For every die spent this way, on a successful hit, the creature flies up to 5' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing.
* '''Massive Blow (Recharge, pool 6d8)''' Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but instead of doing the usual 3d8 damage, Belgang has a pool of 6d8 dice to draw from. The attack does damage equal to the dice chosen, +6. For every die spent this way, on a successful hit, the creature flies up to 5' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing. This pool of dice recharges at a rate of two dice per turn.

Latest revision as of 23:02, 11 June 2019

This article is a non-canon. It's an off-the-wall idea or spitball concept that may or may not find some aspect of itself used at some point, but does not exist in the world of the Mainland in its current form.

Belgang got their title when a passing ruffian mentioned, aloud, "Belgang doesn't just eat, Belgang gorges!". It's a misunderstanding that probably will never be corrected.

A massive specimen, Belgang stands no taller than the average Hill Giant, but does stand much wider, taking up half again as much space with their girth. Famous for constantly ingesting any edible item handy, Belgang's appetite tends to overshadow their intellect in adversaries' minds, but the truth of the matter is that commanding that many resources takes nontrivial cunning, and Belgang's demeanor belies an uncharacteristic shrewdness. They even rival larger giants in strength, but their girth has made them quite slow.

Hill Giant

  • Huge giant, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 20 ft.
  • Abilities
    • STR 22 (+6)
    • DEX 6 (-2)
    • CON 20 (+5)
    • INT 11 (+0)
    • WIS 9 (-1)
    • CHA 8 (+0)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Giant
  • Challenge 6 (2,300 XP)

Actions

  • Multiattack. The giant makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage.
  • Massive Blow (Recharge 5-6) Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but doing 6d8 + 6 bludgeoning damage. On a successful hit, the creature flies up to 30' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing.
  • Juggernaut charge If there is a straight line between Belgang and an area Belgang can occupy, Belgang may use an action to move up to 50 feet to move to that area and make either a single greatclub attack from it, or a Massive Blow, either of which does an extra 2d8 damage on a hit (this extra damage does not increase the distance Massive Blow can displace an enemy). At the GM's discretion, obstacles in the path may be moved away, or destroyed (including plaster or wooden walls, small boulders, and the like, but not a wall as sturdy as or sturdier than stone). Once this ability has been used, Belgang must spend a turn spending no movement before using they can charge again.

Variant recharge rules

The GM may decide to run Massive Attack with this variant, instead:

  • Massive Blow (Recharge, pool 6d8) Belgang puts all their considerable bulk into a single swing. Treat this as an attack with a greatclub, but instead of doing the usual 3d8 damage, Belgang has a pool of 6d8 dice to draw from. The attack does damage equal to the dice chosen, +6. For every die spent this way, on a successful hit, the creature flies up to 5' away from Belgang. If this distance is interrupted by an obstacle, it does an additional 1d8 bludgeoning damage. The creature must succeed on a DC 16 Dexterity save or be knocked prone after landing. This pool of dice recharges at a rate of two dice per turn.