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Rubezahl |
SIZE: Giant (26')
HIT DICE: 19d8+2-7
MOVE: 15
ARMOR CLASS: 12
NO. of ATTACKS: 1
DAMAGE: 1d10 (fists); 2d8 (staff)
SPECIAL: Spells
SAVES: Physical
INTELLIGENCE: High
ALIGNMENT: Neutral
TYPE: Humanoid
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
EXPERIENCE: 14,000
Should the novice adventurer find him/herself in Grayrealm's northern border, they'd do well to tip their hat and leave a peace offering to Rubezahl: a friendly yet unpredictable giant who makes his home in the mountains and hill country. A jovial fellow, it would not be wholly uncommon to find him strolling about, walking stick in hand, and laughing and singing and lobbing playful jests to passersby. Though unruly, Rubezahl can become the warmest and most generous of friends in a moment. But then... As I say, he is an unpredictable fellow. At a moments notice he might become downcast and stoic, or even cruel and menacing. Alas, his mood can change like the weather, and unfortunately I mean that literally: should you find him in a fine mood, he may bless your travels with calm winds and warm sunlight, but alas, should he go into one of his fits he may bombard the hill country with hail and lightning. All in all, he's a pleasant enough fellow, but the novice adventurer would do well not to trouble him...
Combat:
Should the innocent traveler come upon Rubezahl in one of his foul moods, or worse yet should the witless nincompoop actually incur the fellows wrath, they will face a mighty foe indeed, for Rubezahl's fighting can be as unpredictable as his temperament: in one moment he may rush upon you, stomping and swatting like a mad man, or striking out with his great walking stick. Another moment though and he may retreat, and from afar would bombard you with his magicks. For Rubezahl is well versed in the magic arts, and casts druid spells at the seventh caster level. He may strike you with sleet, wind or searching bolts of lightning. But alas, nature too is at his command, and with the plucking of his harp strings the very forest would move against you. And even still he may pay you no attention at all, calling forth 2d4+1 beasts from the wilderness or 1d6 Green Men to rend you limb from limb. And of course there is always the chance that he may throw down his weapons with a laugh, and slapping you on the back he might invite you in for a meal and a brew.
As far as I know, poor Rubezahl is the only one of his kind. He lives a solitary life style in a small (by his reckoning) cabin, though he spends most of his days walking about the hills and forests, playing his harp and singing old songs of his own invention. He seems not to mind his lonely life style though, or at least not most of the time. Perhaps his mood swings are a result of his long standing isolation: left to his own devices for great lengths, he may find it hard to reconcile his thoughts of the outside world, one day greatly appreciating a brief brake for his stoic monotony, another day finding the company of others a great intrusion and annoyance. The safest bet would be to a leave an offering, for across his country one may find a series of small, rustic shrines. He accepts many varieties of gifts and offerings, though beer and foodstuffs would be his preference. However, one must be deadly careful not to leave an offering of turnips. A certain situation involving a princess left him none too keen on the vegetable. These offerings might be collected by the fellow himself or Green Men acting in his service. Also, it may seem strange, but I would highly suggest the novice adventurer not to call Rubezahl by his name. He apparently finds the name insulting, preferring lofty titles such as Lord of the Mountain, Lord of the Storm, or Lord John (don't ask me why), although sometimes he may introduce himself simply with the name of his mountain: Krakonos.
[These stats have been adapted from the updated 1993 2nd Edition Advanced Dungeons & Dragons Monstrous Manual
and from the 2011 Castles & Crusades Monsters & Treasure manual for use in our campaign using the Castles & Crusades SIEGE engine.]
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