Medium Humanoid, Lawful Evil
AC 19 (breastplate, chain shirt)    Initiative +2 (12)
HP 200 (20d10 + 50)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 14 +2 +2
CON 17 +3 +3
Mod Save
INT 11 +0 +0
WIS 12 +1 +1
CHA 12 +1 +1
Gear Half Plate Armor, chain shirt, pistol (2), blunderbuss, dagger, +3, Ring of Protection
Senses Darkvision 60 ft.; Passive Perception 13
Languages Bullywug, Common, Gith, Loxodan (only knows the more common phrases of the Common language)
CR 10 (XP 5,900; PB +4)
Traits

Aura of Leadership. While in a 10-foot emanation originating from the Admiral, his allies have Advantage on attack rolls and saving throws, provided the Admiral doesn’t have the Incapacitated condition.

Firearms Knowledge. The Admiral's mastery of its weapons enables it to ignore the loading property of his twin pistols.

Headfirst Charge. The Admiral can try to knock a creature over; if he moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 16 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.

I've Got Me Sea Legs, Boy.  The Admiral has advantage on ability checks and saving throws made against effects that would knock it prone or shove it overboard.  He cannot be moved by means of a magic spell unless he wishes it.

Actions

Multiattack. The Admiral makes two attacks, using his arcane pistols and/or his +3 dagger.

Arcane Pistol. Ranged Attack Roll: +9, range 30/90 ft. Hit: 14 (4d6) piercing damage.

Dagger. Melee Attack Roll: +11, range 5 ft. Hit: 14 (1d4+12) piercing damage, plus 12 (3d6 +4) cold damage

Blunderbust (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 30-foot cone. Failure: 25 (4d8+2) piercing damage. Success: Half damage.

Fragmentation Grenade (1/day).  The Admiral throws a grenade up to 60 feet.  Each creature within 20 feet of the grenade's detonation must make a DC 17 Dexterity saving throw, taking 32 (4d8+2) piercing damage piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

 Load the Blunderbust.  The Admiral, when the recharge occurs on his Blunderbust attack, must use his bonus action to load his weapon before firing.

Description

It’s easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training, and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.

Military Organization. Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don’t depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war.  Admiral Vropos has obtained his lofty rank by serving in the navy for most of his life.

Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries.

Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon.

Habitat: DesertForestGrasslandHillMountainPlanar (Acheron)Underdark

PapaMike64

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