
Hill Giant (Makvar)
Hill giants are the most commonly encountered of the giants due to their larger numbers and closeness to human settlements. Their fecundity, relative to their other cousins, is high, which likely accounts for their greater comparative numbers. They worship Rom, possessing an inner rage that they see as holy. They adorn their bodies with deliberate scarification and elaborate tattoos to honor their god and, after a rite of adulthood, they dye their hands red to demonstrate their utter commitment to their beliefs.
They are nomadic and move as a clan, hunting, raiding, and killing in the hills surrounding the mountains. While social within their own-sub-group, they are fearful of other giants, especially their mountain cousins.
A hill giant lives an average 150 years. They have light brown skin, scarred and tattooed as noted above, and dark, lanky hair. They stand an average of 10 feet tall and weigh around 1,000 lbs.
Hill Giant
| Characteristics | CV | 5 | |||
| Stat | Score | % | Speed | 40’ | |
| STR | 22 | 110 | HPA measure of the relative health of your character, represen... More | 55 | |
| CON | 18 | 90 | Dmg Mod | +2d6 | |
| SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More | 32 | 160 | AVThe numeric value representing how much damage armor absorbs... More | 3 | |
| INT | 8 | 40 | Class | Being | |
| ACU | 10 | 50 | Type | Giant | |
| DEX | 9 | 45 | Horror An optional system where your character’s mental health is ... More | — | |
| SOC | 7 | 35 | Treasure | Average | |
- Attack: Great Club 85% 2d8+5+dm; Slam 80% 1d8+5+dm; Boulder 70% 2d6+5+dm
- Skills: Athletics 80%, Dodge 45%, Grapple 80%, Hide 35%, Listen 65%, Spot 65%, Stealth 35%, Survival 70%
- SpecialA special success if the roll is equal to or less than 1/5 t... More: Blood of Rom, Giant’s Hurl, Titanic, Reach 10’
- Weaknesses: —
- Habitat: Hills, mountains
- Encounter: Solitary, Pair, or Clan (4–16)
SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More Note
Huge (SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More 32) = -15% to Hide, Stealth, and Dodge (already applied).
Titanic
The sheer mass of a giant makes even an ordinary attack capable of throwing smaller creatures through the air.
When the hill giant successfully hits a smaller creature with a melee attack, it may immediately attempt a Knockback Heroic Action against that creature without sacrificing the attack’s damage.
This is an innate abilitySomething a character can do or feel, whether a skill, a pas... More shared by giants, though larger giants may possess more powerful versions of Titanic.
Giant’s Hurl
Hill giants are infamous for grabbing smaller enemies and tossing them aside.
A hill giant that has successfully grappled a creature of SIZSize defines height, weight, and bulk. There is no SIZ-assoc... More 19 or less may use an action to throw it up to 30’.
The thrown creature suffers 2d6+5 damage and falls prone. If thrown into another creature, wall, or similarly solid obstacle, it suffers an additional 1d6 damage.
If thrown at another creature, the giant makes a Boulder attack to hit. On a success, both creatures suffer the damage and fall prone.
Blood of Rom
The Makvar believe their rage is a divine gift passed down from their ancient ancestors.
Once per combat, a hill giant may enter a sacred rage as a free action. For the remainder of the combat, the giant gains +10% to melee attacks and Grapple and +2 damage with melee attacks.
While raging, the giant cannot voluntarily retreat from an enemy unless doing so allows it to immediately attack another foe.
Rock Eater
Like all giant peoples, the Makvar can consume stone. They often swallow fist-sized rocks during long journeys or periods when food is scarce. Stone cannot completely replace food, but a hill giant can survive on half the normal amount of food as long as suitable stone is available.
Treasure
Hill giants carry their possessions in enormous hide sacks. A typical Makvar may carry mixed coins, gemstones, bone jewelry, religious objects dedicated to Rom, crude maps, trophies, and supplies taken during raids.
Wandering Treasure: A large hide sack containing 180 gp in mixed coins, a 50 gp bloodstone, a massive bone comb worth 20 gp, and a silver drinking horn worth 50 gp. Total Value: 300 gp.
Lair Treasure: 850 gp in mixed coins and stolen trade bars, four gemstones worth 100 gp each, stolen jewelry and trade goods worth 300 gp, and a ceremonial idol of Rom carved with generations of red handprints worth 250 gp. Total Value: 1,800 gp.
Hill Giant (Makvar) Lairs
| 1d10 | Lair |
| 1 | Hillside Cave: A broad natural cave overlooking a well-traveled valley. Crude stone walls create sleeping chambers and storage areas. |
| 2 | Abandoned Mine: The Makvar have driven out the miners and enlarged several tunnels to giant size. Smaller passages remain accessible only to normal-sized creatures. |
| 3 | Ruined Fort: A human fort has been claimed by the giants. Walls have been knocked down to make entrances large enough for them. |
| 4 | Nomadic Camp: Hide tents surround enormous cookfires. The camp can be dismantled and moved within a few hours. |
| 5 | Stone Circle: The clan camps around an ancient ring of standing stones now dedicated to Rom. The central stone is covered with generations of red handprints. |
| 6 | Rock Shelter: A massive overhanging cliff provides shelter. Hide walls and stacked boulders divide it into living spaces. |
| 7 | Captured Farmstead: Several neighboring farms have been combined into one sprawling camp. Barns hold livestock while the houses are used for storage. |
| 8 | Ruined Temple: The Makvar have adopted an abandoned temple as a shrine to Rom, repainting its old religious imagery with their own symbols. |
| 9 | Canyon Camp: The clan occupies a narrow canyon with only two entrances. Lookouts watch from the cliffs while livestock and prisoners are kept below. |
| 10 | Ancestral Cave: Generations of Makvar have occupied this enormous cavern. Its walls contain scars, paintings, red handprints, and records of the clan stretching back centuries. |