Rom
Huge Undead

Hit Dice: 15d12
Initiative: +1 (Dex)
Speed: 30 ft
AC: 21 (-2 size, +1 dex, +12 natural)
Attacks: Slam +24/+19/+14 melee; or Rock +12/+7/+2 ranged
Damage: Slam 2d6+12 plus Str drain; or Rock 2d12+12
Face/Reach: 10 ft by 10 ft/ 15 ft
Special Attacks: Energy Drain, Rock Throwing
Special Qualities: Undead, Rock Catching, Damage Reduction 10/+2, Frightful Presence, Bardic Inspiration
Saves: Fort +16, Ref +6, Will +6
Abilities: Str 35, Dex 13, Con - , Int 7, Wis 13, Cha 13
Skills: Climb +16, Jump +16, Listen +10, Perform +18 (sing, poetry, musician), Spot +10, Sense Motive +10
Feats: Alertness, Cleave, Great Cleave, Power Attack, Skill Focus (Perform)

Climate/Terrain: Any land and underground
Organization: Tribal (1d8)
Challenge Rating: 11
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class

The Rom are a race of subterranean, undead giants that withdrew from the surface world in the distant past.  They are sullen, malicious, and angry creatures, attacking any who disturb their final dwelling places or cairns.

Rom are all male.  They have tall muscular physiques, similar to humans in proportion, with thinning, bone-white hair, sunken, glassy eyes, curling fingernails, and ashen-gray skin.  They stand about 17’ tall.  They speak with sad, resonant voices.  All are talented singers, poets, and musicians.

The rom, like most living giants, carry some of their belongings in a large sack or bag.  Their more valuable treasures remain hidden safely in their cairns.

Rom are the remnants of an ancient race of giant herdsmen.  They were a quiet, peace-loving people whose end came when their wives produced only male children; there were no further generations.  Shaking their fists at the sad destiny Fate had passed upon them, they built enormous stone cairns for themselves.  Entire clans of rom descended into their self-made tombs, burying themselves alive.  However, so great was their collective self-pity and anger at Fate that their existance persisted beyond death.  Their granite cairns can still be found today, towering over the plains or nestled among the hills.  They are shunned by all forms of animal and insect life.  Nearby vegetation appears stunted and lacks its usual color.  All is quiet near these tombs during the day, but at night, one can hear a loud lamentation rising from within the cold, stone cairns, a plaintive cry against Fate.

Combat
The rom are terrifying enemies.  Intruding upon their cairns uninvited is a good way to earn their enmity and an early demise.

Energy Drain (Su): A slam attack from a rom drains 1d4 points of strength.  When a victim’s strength drops below 0, he is slain, drained of life force by the rom’s chilling touch.  Lost strength points return at a rate of 1 point per day of rest.

F
rightful Presence (Su): Rom radiate an aura of fear in a 30’ radius.  One must make a Will save (DC 30) or flee.

Rock Throwing (Ex): Although rom rarely have the opportunity to throw rocks in their subterranean crypts, they have been known to hurl them at retreating intruders, or while defending their lairs against an assault.  They can throw rocks up to 300 yards.

Bardic Inspiration (Ex): The giants are known to receive brave visitors during the night who politely knock on the entrance to the tombs and humbly request hospitality for the evening.  Brave bards who have visited with them for only a short while are said to have been inspired to compose a masterful, if tragic, song or epic poem.  If recited or sung at night, the audience must make a will save (DC 13) or be shaken for 10 minutes.  The performance is so demanding on the bard that it can only be attempted once per week.

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