Friday, March 10, 2006

Speaking of minis

The gallery for the War Drums expansion to the D&D minis game is now available here. Someone needs to write up a race of six-armed giants so that this guy can be used without invoking Hextor. This whole "Aspect of" thing just doesn't do much for me.

5 comments:

  1. Give me a race name and few sentences of description (temperment/habitat/societywhatever) and I'll write you up a monster stat block.

    Yes, I realize that this means that my character will probably have to fight one...

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  2. Of the top of my head:

    The Graznul, also known as the Six-Handed Horrors, are a races of fierce giants. Their high greed but low ambition leads them to take mercenary jobs as grunts for leaders of other giant races. They spend much of their pay on tastelessly decorated arms and armor. Traditionally they keep a pet or two in their lair, often a dire animal of some type, to serve as a guard. Their leaders are often Sorcerers or Druids.

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  3. Graznul
    Size/Type: Large Giant
    Hit Dice: 14d8+56 (119 hp)
    Initiative: +5
    Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
    Armor Class: 23 (-1 size, +1 dex, +10 natural, +3 breastplate), touch 10, flat-footed 22
    Base Attack/Grapple: +10/+26
    Attack: Longsword +17 melee (2d6+12/19-20) or slam +17 melee (1d4+8)
    Full Attack: 2 longswords +15 melee (2d6+8/19-20, 2d6+4/19-20) and 1 heavy mace +15 melee (2d6+8) and 1 flail +15 melee (2d6+8) and 1 battleaxe (2d6+8) and 1 scimitar (1d8+4/18-20) or 6 slams +14 melee (1d4+8)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: improved grab
    Special Qualities: low-light vision, regeneration 3
    Saves: Fort +13, Ref +5, Will +5
    Abilities: Str 27, Dex 13, Con 19, Int 8, Wis 12, Cha 10
    Skills: Climb +12, Handle Animal +2, Jump +12, Listen +5, Spot +5
    Feats: Combat Reflexes, Improved Grapple (b), Improved Initiative, Improved Overrun, Multiattack (b), Multiweapon Fighting, Power Attack
    Environment: Temperate mountains
    Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 druid or sorcerer of 1st or 2nd level), hunting/raiding party (6-9 plus 1 druid or sorcerer of 3rd-5th level plus 2-4 dire wolves), or tribe (21-30 plus 1 druid or sorcerer of 6th or 7th level, 4-16 dire wolves, 2-8 dire badgers, and 3-6 dire bears)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Often chaotic evil
    Advancement: By character class
    Level Adjustment: +5

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  4. You, sir, are my hero. How did you decide on the CR?

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  5. The CR and level adjustments were largely eyeballed based upon the HD to CR and HD to LA ratios of comparable beasties that were in the SRD (stone giant, frost giant, xill, girallon, and troll). I tossed this together quickly, so they may well be off a bit, but they should be close.

    Hmmm. I should probably have given this thing a racial bonus to climb checks.

    ::shrug::

    Good enough for a first draft.

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