Giant Strider

Giant Strider

Large beast
Challenge

STR
4
DEX
1
CON
2
INT
−3
WIS
1
CHA
1

22
3d10+6
16
Soak
1
Fort
+3
Ref
+3
Will
+1
Defense note natural armor
Damage immunities fire
Condition immunities burning

Speed 10 m.
Skills Primal (cha) +2 (13)

Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and instead regains an amount of health equal to the fire damage dealt.

Maneuvers. The giant strider uses maneuvers (maneuver save Difficulty 14). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: spring attack, sprint

Spellcasting. The giant strider uses Primal (cha) to cast spells (spell save Difficulty 11, +2 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: burning hands, fiery rebuke, scorching bolts, searing burst

Actions (1)

Bite. Melee Weapon Attack: +5 to hit. Hit: 8 (1d8 + 4) piercing damage.

Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 10 meters of it. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried. Each creature in a 1-meter radius sphere centered on that point must make a Difficulty 12 Reflex saving throw. On a failure, a creature takes 10 (3d6) fire damage and is burning 1. On a success, a creature takes half as much damage and isn’t burning.

Hill, Mountain, Underdarkvgtm

Maneuvers

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

Spells

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. The fire ignites any flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d6 and the burning level by 1 for each additional mana expended.

As a reaction, which you use when you are hit by an attack or missed by 4 or less, wispy flames wreath your body, shedding bright light in a 2-meter radius and dim light for an additional 2 meters. If the creature who damaged you is within 10 meters, it must make a Fortitude saving throw.

On a failure, it takes 2d8 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d8 and the burning level by 2 for each additional mana expended.

As an action, you hurl two bolts of fire at two different creatures or objects within 20 meters. Make a ranged spell attack for each bolt.

On a hit, it takes 2d6 fire damage and is burning 2.

On a critical hit, it takes twice as much damage and is burning 4.

On a miss by 4 or less, it takes half as much damage and is burning 1.

Augment

You can create one additional bolt that targets any creature within range for each additional mana expended.

As an action, searing flames bursts out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 3d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended and the burning level by for every two additional mana expended.

  • Blazing Inferno. You can expend 1 additional mana so the flames around you are continuous. The duration changes to 1 minute/mana, concentration and the flames spread out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d6 and the burning level is reduced to 1, additional augments to the damage increase the damage by 1d6 for every two additional mana expended and the burning level by 1 for each additional mana expended, instead of the normal increase.