Pier Gerlofs Donia — Grutte Pier

Painted portrait of the tall Frisian warrior Pier Gerlofs Donia
Original page portrait: NightCafe Creator.

At a Glance

Known as
Grutte Pier, “Great Pier”
Identity
Human; towering Frisian farmer, naval captain and rebel leader
Home
Kimswerd, in Frisian Freedom
Followers
Arumer Zwarte Hoop — the Black Band of Arum (also called the Black Hope)
Family
His late wife Rintsje Syrtsema; his children Gerlof and Wobbel
Operates
Frisian coast, island havens and the Zuiderzee
Wants
Frisian communities free of occupying soldiers and predatory lords
Offers
Armed escorts, ships, sailors, captured intelligence, protection for refugees
Threatens
Hostile shipping, hired troops and anyone concealing collaborators
Temper
Chaotic Neutral; fierce loyalty mixed with ruthless reprisals

A broad-shouldered giant of a man stands on the deck of a captured ship, his enormous two-handed sword propped against the mast. His sailors call him Grutte Pier. To a Frisian village he may be the only reason its children survive the next raid. To a Holland merchant he is the pirate who leaves families ashore to mourn their dead.

The Man Behind the Sword

Pier was a farmer at Kimswerd before soldiers burned his homestead and tore his family apart. His wife Rintsje is dead; their children, Gerlof and Wobbel, remain his deepest vulnerability. He is not fighting for a distant crown. He remembers the smell of his own burning roof, and he knows the names of families forced to flee the same way.

The Arumer Zwarte Hoop grew around him from displaced farmers, free Frisian fighters and ruthless seamen. Its men raid hostile vessels, seize weapons and grain, and attack the troops employed to subdue the coast. He has followers who are devoted to him, captains who tolerate him, and enemies who would pay a fortune to see him dead. The band already has a reputation; no one meeting Pier is witnessing its first adventure.

His great height, colossal strength and sword inspire stories beyond anything a court chronicler can settle. In the taverns he is said to raise a plough with one hand and cut through several enemies at a stroke. Whether every feat happened matters less to a sailor who has watched him board an enemy cog.

Protector, Pirate or Both?

Pier has sheltered fishing households from mercenaries and taken ships loaded with supplies bound for hostile garrisons. He remembers who offered a warm place to his children and pays such debts. When a village needs defence, his answer is often immediate and personal.

His mercy ends abruptly when he believes someone has profited from Frisia’s suffering. Holland crews know that surrender offers no certain safety. The destruction attributed to his followers has left widows outside Friesland as surely as occupation left them within it. Frisian elders argue about him: some call him their shield, others fear his war will bring an army down on the next unprotected village. He is capable of listening to a plea, but nobody can safely mistake his courage for gentleness.

Meeting Grutte Pier

He distrusts a visitor who opens with titles. He listens to one who has sailed through a storm, buried a loved one or carried food to the hungry. He speaks plainly, watches hands before faces, and dislikes being flattered about his sword. Bring him useful news of prisoners or a threatened village, and he will find a ship. Bring him a demand from a foreign magistrate, and he may throw it into the harbour.

At the table: Pier asks who will protect the fishing boats while the heroes pursue glory. If they answer only with promises, he sends one of his crew to test them. If they save his sailors under fire, he treats them as companions rather than hired blades.

Game Statistics

Choose one ruleset. Each panel is a separate ready-to-run version of Pier, with equipment and actions matched to that game’s format.

Grutte Pier

Medium Humanoid (Human), Chaotic Neutral

Armour Class 17 (breastplate, defensive training); Initiative +2 (12)

Hit Points 250 (20d10 + 140); Speed 30 ft.

STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)12 (+1)14 (+2)18 (+4)

Saving Throws Str +14, Con +13, Wis +8

Skills Athletics +14, Intimidation +10, Perception +8, Survival +8

Senses Passive Perception 18; Languages Frisian, Dutch

Challenge 17 (18,000 XP; PB +6)

Traits

Legendary Resistance (2/Day). If Pier fails a saving throw, he can choose to succeed instead.

Siege Breaker. Pier deals double damage to objects and structures with his greatsword.

Actions

Multiattack. Pier makes three Woe and Sorrow attacks.

Woe and Sorrow (Greatsword). Melee Attack Roll: +16, reach 5 ft. Hit: 24 (4d6 + 10) Slashing damage. Its oversized 4d6 weapon dice and +2 magical bonus are specific to this campaign weapon, not the normal greatsword entry. It requires two hands.

Throwing Axe. Melee or Ranged Attack Roll: +14, reach 5 ft. or range 20/60 ft. Hit: 11 (1d6 + 8) Slashing damage.

Terrible Reputation (1/Day). Pier chooses enemies within 30 ft. that can see or hear him. Each must succeed on a DC 18 Wisdom saving throw or have the Frightened condition for 1 minute. An affected target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Captain’s Order. One willing ally within 30 ft. who hears Pier may use its Reaction to move up to half its Speed without provoking Opportunity Attacks from one creature Pier can see.

Reactions

Parry. Pier adds 5 to his AC against one melee attack that would hit him, provided he can see the attacker and holds his sword.

Legendary Actions

Pier can take 2 Legendary Actions per round, one at a time, at the end of another creature’s turn. He regains them at the start of his turn.

Cut Through. Pier makes one Woe and Sorrow attack.

Seize Position. Pier moves up to half his Speed without provoking Opportunity Attacks.

Equipment and tactics

Breastplate, oversized +2 greatsword Woe and Sorrow, throwing axes, sea cloak, silver brooch. Woe and Sorrow (1/Day): When its wielder hits with the sword, the wielder can deal an extra 14 (4d6) Necrotic damage to that target; no action required. Pier uses positioning and pressure to defeat enemies, and can be negotiated with. No lair actions.

Original legendary NPC conversion, not an official published stat block. The exceptional sword damage and powers are campaign-specific.

Pier Gerlofs Donia (Grutte Pier)

Medium humanoid (human), chaotic neutral

Armor Class 17 (breastplate, Defense fighting style)

Hit Points 250 (20d10 + 140); Speed 30 ft.

STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)12 (+1)14 (+2)18 (+4)

Saving Throws Str +14, Con +13, Wis +8

Skills Athletics +14, Intimidation +10, Perception +8, Survival +8

Senses passive Perception 18; Languages Frisian, Dutch

Challenge 17 (18,000 XP); Proficiency Bonus +6

Traits

Legendary Resistance (2/Day). If Pier fails a saving throw, he can choose to succeed instead.

Siege Breaker. Pier deals double damage to objects and structures with his greatsword.

Actions

Multiattack. Pier makes three greatsword attacks.

Woe and Sorrow (greatsword). Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) slashing damage. This unique oversized +2 greatsword must be wielded with two hands.

Throwing Axe. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 8) slashing damage.

Terrible Reputation (1/Day). Creatures of Pier’s choice within 30 feet that can see or hear him must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A target repeats the saving throw at the end of each of its turns, ending the effect on a success.

Bonus Actions

Captain’s Order. One willing ally within 30 feet that hears Pier can use its reaction to move up to half its speed, without provoking an opportunity attack from one creature Pier can see.

Reactions

Parry. Pier adds 5 to his AC against one melee attack that would hit him, provided he sees the attacker and wields his sword.

Legendary Actions

Pier takes 2 legendary actions, selecting an option below at the end of another creature’s turn. Only one option can be used at a time. He regains spent legendary actions at the start of his turn.

Cut Through. Pier makes one greatsword attack.

Seize Position. Pier moves up to half his speed without provoking opportunity attacks.

Equipment

Breastplate (AC 16 plus 1 from Defense), throwing axes, cloak, silver brooch and the +2 greatsword Woe and Sorrow. Sword’s Sorrow (1/Day): On a hit with the greatsword, Pier deals an extra 14 (4d6) necrotic damage; no action required. He carries no shield while using this weapon.

Original 2014 monster-format conversion; special sword dice and named powers are campaign additions, not official equipment statistics.

Grutte Pier

CR 17 • XP 102,400 • Human fighter 18 • CN Medium humanoid (human)

Init +7; Senses Perception +14

Defense

AC 27, touch 16, flat-footed 24 (+10 armour, +3 Dex, +3 deflection, +1 natural)

hp 230 (18d10+108+18 Toughness; first fighter HD maximised); Fort +20, Ref +12, Will +13 (+5 vs. fear from bravery included only when applicable).

Offense

Speed 30 ft.; Melee +3 greatsword +36/+31/+26/+21 (2d6+24/17–20); with Power Attack +31/+26/+21/+16 (2d6+39/17–20).

Ranged throwing axe +21/+16/+11/+6 (1d6+9, range 10 ft.); Space 5 ft.; Reach 5 ft.

Special Attacks weapon training (heavy blades +4); Dazzling Display (full-round action; demoralise foes within 30 ft. who see Pier with an Intimidate check); Cornugon Smash (free demoralise attempt on a Power Attack hit).

Statistics

STRDEXCONINTWISCHA
28 (+9)16 (+3)22 (+6)12 (+1)14 (+2)12 (+1)

Base Atk +18; CMB +27 (+31 for maneuvers made with a trained heavy blade); CMD 43 (includes +3 deflection)

Feats Power Attack, Cleave, Great Cleave, Weapon Focus (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Critical Focus, Staggering Critical, Improved Initiative, Combat Reflexes, Dazzling Display, Shatter Defenses, Cornugon Smash, Iron Will, Toughness, Endurance, Diehard, Improved Sunder.

Skills Intimidate +22 (18 ranks), Profession (sailor) +23 (18 ranks), Perception +14 (12 ranks), Survival +17 (12 ranks), Swim +24 (12 ranks); Languages Frisian, Dutch (campaign languages).

SQ armour training 4, bravery +5, weapon training 4; Gear +4 mithral breastplate, +3 greatsword, +3 ring of protection, +3 cloak of resistance, +1 amulet of natural armour, throwing axes, silver brooch.

Special ability — Woe and Sorrow (Su)

1/day: after hitting with his +3 greatsword, Pier may inflict an extra 4d6 negative energy damage without using another action. This is an original property of the campaign sword and does not change weapon damage on other attacks.

Tactics

Before Combat Pier places veterans where they can protect a retreat; During Combat he uses Dazzling Display to break morale when a battle threatens to overwhelm his crew, then presses with Power Attack; Morale he will retreat to save his people, but not abandon his children or a surrounded village.

Original PF1e heroic fighter conversion. The 20 feats consist of 9 general, 10 fighter bonus and 1 human bonus feat; equipment and sword’s energy effect are campaign choices.

Pier Gerlofs Donia

CR 17 • Male human fighter 17 • CN Medium humanoid (human)

Init +6; Senses Listen +1, Spot +1; Languages Frisian, Dutch (campaign languages)

AC and Hit Points

AC 26, touch 15, flat-footed 24 (+10 armour, +2 Dex, +3 deflection, +1 natural)

hp 203 (17d10+102+3 Toughness; first fighter HD maximised); Fort +19, Ref +10, Will +11

Speed and Attacks

Speed 30 ft. (6 squares); Melee +3 greatsword +30/+25/+20/+15 (2d6+19/17–20); Ranged throwing axe +19/+14/+9/+4 (1d6+8, range 10 ft.); Space 5 ft.; Reach 5 ft.

Base Atk +17; Grp +25; Atk Options Power Attack, Cleave, Great Cleave, Improved Sunder, Improved Bull Rush. At −5 Power Attack, greatsword attacks are +25/+20/+15/+10 and deal 2d6+29 (two-handed bonus damage +10).

Abilities and Possessions

STRDEXCONINTWISCHA
26 (+8)14 (+2)22 (+6)12 (+1)12 (+1)12 (+1)

Feats Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Initiative, Combat Reflexes, Iron Will, Endurance, Diehard, Toughness.

Skills Intimidate +21 (20 ranks), Jump +17 (10 ranks), Ride +12 (10 ranks), Swim +26 (20 ranks). Jump includes a −1 armour check penalty, and Swim includes a doubled −2 penalty.

Possessions +5 mithral breastplate, +3 greatsword, +3 ring of protection, +3 cloak of resistance, +1 amulet of natural armour, throwing axes, sea cloak, silver brooch.

Special Ability — Woe and Sorrow (Su)

1/day: on a successful strike with his +3 greatsword, Pier may add 4d6 points of negative energy damage to that attack without a separate action. This is an original magical weapon ability; Pier has no lair actions or spells.

Tactics

Before Combat Pier positions sailors to guard the retreat route; During Combat he sunders rigging and drives back boarders; Morale he breaks off a losing fight to spare a crew, but will defend a threatened home at grave personal risk.

Original 3.5e fighter-17 conversion, with six level feats, nine fighter feats and one human feat. Magic equipment and the sword’s energy effect are campaign additions.

People, Places and Complications

Rintsje and the Children

Rintsje’s death is the hurt Pier does not perform for spectators. His children Gerlof and Wobbel are not symbols to be carried into battle; they are people who need somewhere safe to sleep while their father’s enemies hunt him. A rescuer who keeps them out of political bargaining earns more trust than a mercenary who wins ten fights.

The Black Hope of Arum

The band contains fishermen who know every shallow channel and veterans who treat prisoners as prizes. Pier’s authority can hold them together but not keep them innocent. A raid may be just in its purpose and disastrous in its execution. If the heroes witness wrongdoing, Pier demands proof and names; he does not welcome speeches.

A War Across the Water

The struggle reaches Holland and the merchants of the Low Countries. Guelders may be a useful enemy of his enemies, but no distant duke owns Pier’s loyalty. His deepest quarrel is with anyone who treats a Frisian household as expendable.

Adventures with Grutte Pier

  • The Wrong Prize. One of Pier’s captains has captured a vessel carrying not weapons but families fleeing a burning town. Pier has not yet heard the whole truth. Free the prisoners, find the captain’s hidden orders and decide whether to put the matter before the giant himself.
  • Night on the Zuiderzee. A courier from a threatened village is trapped aboard an enemy cog. Pier gives the heroes a small boat and a tide-window; his larger ships draw the guards away. The courier can identify the mercenaries preparing the next attack.
  • The Children of Kimswerd. Someone has discovered where Gerlof and Wobbel are sheltered. Pier must choose between pursuing a fleet and protecting his family. The heroes can find the informer and bring the children to safety before both missions fail.

The Sword and the Stories

His greatsword is a weapon of war and an emblem of Frisian resistance. His blade is taller than many fighting men and bears the name Woe and Sorrow. The fear Pier inspires needs no supernatural explanation.

Further Reading

Fries Museum — Grutte Pier and his sword · Westfries Genootschap — Grote Pier. The historical accounts disagree about individual deeds, while the colossal stature and sword have grown in folklore. Browse other Heroes and Villains.

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