Monday, January 3, 2011

General Rules: Monsters - Avarice Giant (Template)

Avarice Giant (from Giant Lore)

Avarice is one of the basest passions to infest a mortal heart. At its core, it exemplifies the uncontrolled attachment of the spirit to material goods, luxury, and wealth. A heart consumed by avarice discards all other attachments in its pursuit of material well-being. Friends, family, and lovers all become means by which the greedy heart acquires wealth.

All giants, even good ones, feel a twinge of avarice from time to time. The sight of the beautifully worked goods of the dwarves, the fine fabrics of the khülen, of the bustling cities of the humans cause them to long for similar wealth. Most giants satisfy this longing through honest trade or sinister banditry. A handful of giants work as mercenaries, trading blood for gold and goods.

A few giants find their desire for the wealth produced by other races knows no bounds. They cannot look upon gold, worked goods, or any beautifully crafted object without feeling an overwhelming desire to possess it. These giants will do anything to obtain the objects of their desire. They will risk any danger, betray any friend, and assault any innocent that stands in their way.

Once consumed by avarice, the giant's demeanor changes. His shoulders hunch and he takes on a furtive, hunted look. The giant starts to wear layers upon layers of rich fabrics, sometimes tailored into clothing, but more often just draped over his form. He covers his fingers, neck, arms, and ears with costly jewelry. He also stops taking care of himself. Fabrics quickly stain from wear and soil, and jewelry becomes encrusted with filth.

Giants of any race may suffer avarice, even the most peaceful and good-aligned among them. As a subtle form of madness, giants overcome with avarice can often manipulate their fellows. More than one family of noble cloud giants has stooped to raiding and theft when their avarice-ridden leader convinced them that they needed the wealth for some fictional cause.

When discovered as a malady, avarice is treated with care by good giants; they feel pity for their fallen friends. Evil giants may use or be used by an avarice-tainted giant of their kind. If he is strong-willed, he will increase raiding activity and drive his followers into a fury in an effort to get more and more gold, jewelry, and finery. Evil avarice-ridden giants without the will or strength to lead others are often pressed into service as bloodhounds, finding lost treasures and hidden trade routes for their greedy but sane fellows. The avarice giant in such a partnership is generally kept appeased with cheap baubles and gaudy treasures while his associates keep the choicer treasures for themselves.

Eventually, giants fallen to avarice learn that they cannot trust their own kin. The rightly feel that giants represent the greatest threat to their collections. Most avarice-tainted giants drift into a solitary life, coming out of their hidden retreats only when it becomes time to seek out new plunder. Some gather togethers bandit gangs of weaker monstrous humanoids, paying them as little as possible for their service. The giants use intimidation and raw power to hold the gangs together.

"Avarice" is a template that can be added to any giant (hereinafter referred to as the "base creature"). It uses all the character's statistics and special abilities except as noted here.

Hit Dice: Same as the base creature.

Speed: Same as the base creature.

Armor Class: Same as the base creature.

Attacks: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: An avarice giant retains all the special abilities of the base creature.

Special Qualities: An avarice giant retains all the special qualities of the base creature. It also gains the following ones:
  • Driven (Ex): An avarice giant is driven ever forward by his greed. He can function without penalty when he reaches between a negative hit point total equal to his Constitution modifier and a negative hit point total equal to his Constitution score. When he reaches a negative his point total equal to his Constitution score, he dies.

  • Blindsight (Su): An avarice giant's paranoia acts to heighten his senses. He gains blindsight in a radius of 60 feet.

  • Enchantment Resistance (Ex): The avarice giant's single-minded focus gives him protection from mind-influencing effects. He gains a+4 racial bonus to all Will saves to resist mind-influencing effects from any source.

  • Scent Treasure (Su): Once infected with avarice, the giant gains the ability to smell gold, gems, or any other valuable material he is familiar with. He can generally detect large quantities of such materials within 200 feet.

Saves: Same as the base creature.

Abilities: Change from the base creature's as follows: Dexterity +8 and Wisdom -4.

Skills: An avarice giant gains a +8 bonus to Appraise, Search, Spot, and Listen checks as well as a +8 bonus to any attempt to detect a Forgery.

Feats: Same as the base creature.

Climate/Terrain: Same as the base creature.

Organization: Same as the base creature.

Challenge Rating: Same as the base creature +1.

Treasure: Avarice giants have double the normal amount of treasure.

Alignment: Avarice giants are always evil. No matter what their initial alignment, the canker of greed turns their hearts to darkness.

Advancement: Same as the base creature.

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