Dark Sun - Giants Attack
LOOT: giant's hair (3d10m), worthless trinkets worn as ornaments. Levitating runner: molten metal slag ornaments, scarifications in the shape of spells.
Lvl 8 huge giant
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after he hits with the Greatclub, the enemy rolls STR DC15 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute.
• Tusk Gore: crit on 5 and 6.
- •Greatclub (2x).
1d6+10 bludgeoning.
- •Homing Boulder!
(Range 16, AoE burst 1) 2d6+15 bludgeoning.
Lvl 12 giant
On hit: knockback Primary Die spaces.
1/turn, halve damage for free. If psychic, negate entirely.
1/turn, after the giant hits with Smash!, the enemy rolls STR DC16 or:
• Venomous Bite: they become Poisoned and the next attack against them is Vicious.
• Oversized Horns: double the effect of Brute if Move 4 before at least.
• Tusk Gore: crit on 5 and 6 and 1/2 damage on another target within Reach 2.
- •Smash!
1d6+10 bludgeoning.
- •Homing Boulder! (2 uses).
(Range 12, arc 4) 1d6+10 bludgeoning, on crit: +10 damage.
Lvl 1/3 small lizardfolk Minion
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- Claw.
1d6 slashing (minion rules).
Lvl 2 lizardfolk
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
Can force other Silt Runners to Interpose for him. When another Silt Runner attacks during its Move, it adds 2 to the damage.
- •Claws.
1d6+1 slashing, then...
- •Bite.
1d6+6 piercing, on crit: gain half that in temp HP.
Lvl 5 small lizardfolk
Silt RunnersCan move across silt and water as if normal terrain, but sinks if it stops its Move there. Negated if Slowed.
- •Mind Claws.
(Range 8) 2d6+4 slashing, on damage: Taunted.
- •Heavy Bite.
1d6+10 piercing, WIL DC 13 or Slowed for 1 minute.
- •Silt Blessing.
(Reach 2, Silt Runner only, concentration) the creature gains an aura with Reach 4: it provides Cover and ignores difficult terrain. When it Moves, every square traversed becomes silt as well.