Monday, January 3, 2011

General Rules: Monsters - Giant, Feral

Giant, Feral (adapted from Monsters of Færûn; originally Phaerlin Giant)
Huge Giant (Earth)

Hit Dice: 8d8+32 (68 hit points)
Initiative: -1
Speed: 20 feet
Armor Class: 17 (-2 size, -1 Dex, +10 natural); touch AC 7, flat-footed AC 17
BAB/Grapple: +6/+19
Attack: Claw +9 melee (2d4+5, piercing and slashing, 20 x2)
Full Attack: 2 claws +9 melee (2d4+5, piercing and slashing, 20 x2) and bite +4 melee (1d8+2, bludgeoning, piercing, and slashing, 20 x2, 140 feet x5)
Space/Reach: 10 feet by 10 feet/15 feet
Special Attacks: Frightful presence
Special Qualities: Low-light vision, scent, spell resistance 14
Saves: Fortitude +10, Reflex +1, Will +1
Abilities: Str 21, Int 8, Wis 8, Dex 9, Con 18, Cha 9
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 9 - 16 Hit Dice (Huge)

Formed from stone giants warped by powerful magic, feral giants are a savage slave race.

Feral giants would be 20 feet tall if they could stand up straight, but their bodies are stooped and hunched. They use their hands when walking, and they are clumsy with weapons or other held items. Their features are bestial as well - their jaws protrude and their teeth are sharp and elongated. Their hairless skin is incredibly tough, and their backs are covered with hard plated reminiscent of a beholder's hide. Their eyes are yellow and watery, andn their ears are tiny.

Feral giants speak Jattalaic and one common language.

Combat
Unlike most of their kind, feral giants do not use weapons or even throw boulders, attacking instead with their sharp claws and teeth. Enslaved giants follow the orders of their masters without question or fear, while free feral giants are more cunning and clever in their tactics - as well showing more instinct for self-preservation.

Frightful Presence (Ex): Feral giants initiate combat with a dreadful howling roar as a free action. This roar strikes terror into the hearts of all but the doughtiest opponents. Any creature with fewer than 8 Hit Dice within 30 feet of the giant must make a DC 13 Will save or become shaken, suffering a -2 penalty to attack rolls, checks, and saving throws. Characters who make their saves are immune to that particular giant's frightful presence for one day.

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