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Giants
Aug 15, 2016 15:43:46 GMT
Post by DaveTheHydraKing on Aug 15, 2016 15:43:46 GMT
Giants
Wood Giants:
Ihlathi Giants are seen as Giants of Woodland. They are some of the tallest Giants out of their race, however they are also seen as the scrawniest, generally being some of the weakest in brute force, however one thing this Giants do have that not a lot of Giants have is a far better understanding of magic, thus making them some of the most skilled to us it. This is due to after the fall of elementals a large number of these Giants escaped into the woodlands, where they spent their time gaining an understanding of nature and magic. These Giants are typically seen as neutral unless, their territory within the forests are attacked. Although an approximate height for them has never been set it is said they are usually taller than a oak tree.
Health: 250 Mana: 100 Stamina: 200
The song of Nature: Regain 10 health and 10 Stamina. Costs 20 mana Smash: Does 10 blunt damage. Roll 2 dices with 6 sides. 1 or 6 to hit. AP 3. Melee. Charge!: A Ihlathi is able to charge through it’s enemies with brute force. Roll 1 dice with 6 sides. 1 or 6 to hit does 20 damage. 50 stamina. AP 4 melee Smash (makeshift weapon): Does 20 damage. Roll 2 dices with 6 sides. 1 or 6 to hit. AP 4. Melee.
Mountain Giants:
Matar Giants are commonly know as the Butchers or Meat Axe’s by Wood and Nokusiza Giants. These Giants are known for being smaller than Ihlathi Giants, however far stronger and cannibalistic. These Giants live in Mountain terrarian feasting off traveler and even other mountain monsters. Although they have a low IQ it isn’t unusual to see these Giants holding huge axe’s made of stone and a small tree. They have shown they can easily uphold to the strength of a cyclops. These Giants unlike their brethren who have shown to possess some type of magic skill, no matter how small, have no magical ability whatsoever. These Giants are aggressive and should be avoided at all costs.
Health: 500 - 600 Mana: 0 Stamina: 300
Grab: Stuns for one round. Bite will be a guaranteed hit next round. Roll 1 dice with 6 sides. 1 or 6 to hit. AP 2. Melee. Bite: Does 50 puncture damage. Only works after grab. Canceled when suffering 60 damage or more in one round. AP 3. Melee. Smash: Does 10 blunt damage. Roll 2 dices with 6 sides. 1 or 6 to hit. AP 3. Melee. Chop (makeshift weapon): Does 20 damage. Roll 2 dices with 6 sides. 1 or 6 to hit. AP 4. Melee. Blood Roar: The Giant will give out a blood curdling roar, anyone within 10 meters of the Giant will be stunned for two rounds. Uses 30 Stamina. Short Range Blinded Rage: The Giant is able to use it’s rage to make its attacks even deadlier. + 5 damage for two rounds. 50 Stamina.
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