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 on
display. These
spacefaring mercenaries are renowned
for their martial training and their
love of explosives.
Military Organiz ation. 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-
vote
d 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 insis t 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
kin. A giff prizes
the reputation of its unit above its own
life. 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 the
favorite weapons of every giff.
The bigger the boom, the
brighter
the flash, and the thicker the smoke it produces
,
the m
ore giff love a weapon. Their skill with gu npowder
is another
reason for their popularity as mercenaries.
Giff revel in the challenge
of building a bomb big enough
to level a fortification.
They gladly accept payment
in kegs of gunpowder
in preference to gold, gems, or
other 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 all
other areas of study can make them
seem dull-witted to
those who have more varied int
erests.
GUNPO
WDER BY THE Kee
Aside from their personal gunpowder
weapons, giff ships
and 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 the
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
next turn. Each creature within 20
feet of the exploding keg
must make a DC 12 Dexterity
saving throw. O n a failed
save, a creature takes 24
(7d6) fire damage and is knocked
prone. On a successful s ave, a creature takes
half as much
damage 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 many
other
kegs explode around it.
CHAPTER 6 J BESTI
ARY
Medium humanoid,
lawful neutral
Armor Class
16 (breastplate)
Hit Points 60 (8d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
Senses passive Perception 11
Languages
Common
Challe nge
3 (700 XP)
INT
11 (+O)
WIS
12 (+l )
CHA
12 (+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 ends
within 5 feet of a Large or smalle r creature, th
at creature must
succeed 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
enables
it to ignore the loading property of muskets and
pistols.
ACTIONS
Multiattack. 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) slashing
damage if used with two
hands.
Musket. Ranged Weapon Attack: +4
to hit, range 40/120 ft., one
target.
Hit: 7 (1dl2 + 2) piercing damage.
Pistol. Ranged Weap
on Attack: +4 to hit, range 30/90 ft., one
target. Hit: 7 (ldlO + 2) piercing damage.
Fragmentation Crenade (1/day). The giff throws
a grenade up
to 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 a
successful one
.