Page 205 - Mordenkainen's Tome of Foes Deluxe
P. 205
GIFF
It's easy to spot the giff in a room: a group of 7-foot-tall,
hippopotamus-headed humanoids attired in gaudy mil-
itary uniforms, with gleaming pistols and muskets on
display. These spacefaring mercenaries are renowned
for their martial training and their love of explosives.
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 de-
voted to their children, even as most of their education is
geared toward fighting and war.
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 individu-
ally 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 Medium humanoid, lawful neutral
kin. A giff prizes the reputation of its unit above its own
life. Life is fleeting, but the regiment endures for genera- Armor Class 16 (breastplate)
tions or even centuries. Hit Points 60 (8d8 + 24) •
A Whiff of Gunpowder. Muskets and grenades are the Speed 30 ft.
favorite weapons of every giff. The bigger the boom, the
brighter the flash, and the thicker the smoke it produces, STR DEX CON INT WIS CHA
the more giff love a weapon. Their skill with gunpowder 18 (+4) 14 (+2) 17 (+3) 11 (+O) 12 (+l) 12 (+l )
is another reason for their popularity as mercenaries.
Senses passive Perception 11
Giff revel in the challenge of building a bomb big enough
Languages Common
to level a fortification. They gladly accept payment
Challenge 3 (700 XP)
in kegs of gunpowder in preference to gold, gems, or
other currency.
Head.first Charge. The giff can try to knock a creature over;
No Honor in Magic. Some giff become wizards, cler-
if the giff moves at least 20 feet in a straight line that ends
ics, and other kinds of spellcasters, but they're so infre-
within 5 feet of a Large or smaller creature, that creature must
quent that most giff mercenary units have no magical ca-
succeed on a DC 14 Strength saving throw or take 7 (2d6) blud-
pability. Typical giff are as smart as the average human,
geoning damage and be knocked prone.
but their focus on military training to the exclusion of all
Firearms Knowledge. The giff's mastery of its weapons enables
other areas of study can make them seem dull-witted to
those who have more varied interests. it to ignore the loading property of muskets and pistols.
ACTI ONS
GUNPOW DER BY THE Kee
Multiattack. The giff makes two pistol attacks.
Aside from their personal gunpowder weapons, giff ships
and mercenary companies carry spare gunpowder in kegs. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar·
In an emergency, or any time a large explosion is needed, get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing
a whole keg can be detonated. A giff lights the fuse on the
damage if used with two hands.
keg and can then throw the keg up to l S feet as part of
the same action. The keg explodes at the start of the giff's Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one
next turn. Each creature within 20 feet of the exploding keg target. Hit: 7 (1dl2 + 2) piercing damage.
must make a DC 12 Dexterity saving throw. On a failed
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one
save, a creature takes 24 (7d6) fire damage and is knocked
target. Hit: 7 (ldlO + 2) piercing damage.
prone. On a successful save, a creature takes half as much
damage and isn't knocked prone.
Fragmentation Crenade (1/day). The giff throws a grenade up
Every other keg of gunpowder within 20 feet of an ex·
to 60 feet. Each creature within 20 feet of the grenade's detona-
ploding keg has a SO percent chance of also exploding.
tion must make a DC 15 Dexterity saving throw, taking 17 (Sd6)
Check each keg only once per turn, no matter how many
piercing damage on a failed save, or half as much damage on a
other kegs explode around it.
successful one.
CHAPTER 6 J BESTI ARY
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