20~
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 ondisplay. These
spacefaring mercenaries are renownedfor their martial training and their
love of explosives.Military Organiz ation. Every
aspect of giff society isorganized
along military lines. From birth until death
,every giff
has a military rank. It must follow orders
fromthose of superior rank, and it
can give orders to thoseof lower rank. Promotions
don't depend on age but aregranted by a superior as
a reward for valor. Giff are de-vote
d to their children, even as most of their
education isgeared
toward fighting and war.Mercenaries Extraordinaire. Giff are in
high demandas warriors for hire,
but they insis t on serving in unitscomposed entirely
of giff; a giff hiring itself out individu-ally is unheard of. Giff refuse to fight other
giff, and willnever agree to a contract unless it stipulates
that theycan sit out a battle rather than wage
war against theirkin. A giff prizes
the reputation of its unit above its ownlife. Life is fle
eting, but the regiment endures for ge ne
ra-tions or even centuries.A Whiff o f Gunpowder. Musk
ets and grenades are thefavorite weapons of every giff.
The bigger the boom, thebrighter
the flash, and the thicker the smoke it produces
,the m
ore giff love a weapon. Their skill with gu npowderis another
reason for their popularity as mercenaries.Giff revel in the challenge
of building a bomb big enoughto level a fortification.
They gladly accept paymentin kegs of gunpowder
in preference to gold, gems, orother currency.No Honor in Magic. Some giff become
wizards, cler-ics, and other kinds of spellcasters, but
they're so infre-quent that most
giff mercenary units have no magical ca-pability. Typical
giff are as smart a s the average human
,but their focus on military training
to the exclusion of allother areas of study can make them
seem dull-witted tothose who have more varied int
erests.GUNPO
WDER BY THE KeeAside from their personal gunpowder
weapons, giff shipsand mercenary companies
carry spare gunpowder in kegs.In an emergency, or any
time a large explosion is needed,a whole keg can be detonated.
A giff lights the fuse on thekeg and can then throw the keg up to l S
feet as part ofthe same action. The keg explodes at
the start of the giff'snext turn. Each creature within 20
feet of the exploding kegmust make a DC 12 Dexterity
saving throw. O n a failedsave, a creature takes 24
(7d6) fire damage and is knockedprone. On a successful s ave, a creature takes
half as muchdamage and isn't knocked prone.Every other keg of gunpowder within
20 feet of an ex·ploding keg has a SO percent chance
of also exploding.Check each
keg only once per turn, no matter how manyother
kegs explode around it.CHAPTER 6 J BESTI
ARYMedium humanoid,
lawful neutralArmor Class
16 (breastplate)Hit Points 60 (8d8 + 24)Speed 30 ft.STR18 (+4)DEX14 (+2)CON17 (+3)Senses passive Perception 11Languages
CommonChalle nge
3 (700 XP)INT11 (+O)WIS12 (+l )CHA12 (+l )Head.first Charge. The giff
can try to knock a creat ure over;if the giff moves at least
20 feet in a straight line that endswithin 5 feet of a Large or smalle r creature, th
at creature mustsucceed on a DC 14
Strength saving throw or take 7 (2d6) blud-geoning damage and be knocked prone.Firearms
Knowledge. The giff's mastery of its weapons
enablesit to ignore the loading property of muskets and
pistols.ACTIONSMultiattack. The giff makes two pistol attack
s.Longsw
ord. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one tar·get. Hit: 8 (ld8 + 4) slashing
damage, or 9 (ldlO + 4) slashingdamage if used with two
hands.Musket. Ranged Weapon Attack: +4
to hit, range 40/120 ft., onetarget.
Hit: 7 (1dl2 + 2) piercing damage.Pistol. Ranged Weap
on Attack: +4 to hit, range 30/90 ft., onetarget. Hit: 7 (ldlO + 2) piercing damage.Fragmentation Crenade (1/day). The giff throws
a grenade upto 60 feet. Each creature within 20 feet of the
grenade's detona-tion must make a
DC 15 Dexterity saving throw, taking 17 (Sd6)piercing damage on a failed save, or half
as much damage on asuccessful one
.