Shade
Monster Junkie
Giant, Island
http://www.enworld.org/showthread.php?t=224671&page=7&pp=15
Giant, Island
Huge Giant
Hit Dice: 13d8+78 (160 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +9/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con 23, Int 8, Wis 10, Cha 14
Skills: Hide -2, Listen +5, Spot +5, Swim +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm islands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
This massive humanoid towers three times the height of a tall human. Little more than rags which may have once been a ship's sail cover its twisted, sky-blue body. Its single eye glares menacingly beneath a jutting ivory horn on its forehead.
Island giants are omnivorous, able to subsist on large amounts of seaweed or on the carcasses of beached whales. However, they prefer fresh meat, and consider a shipful of sailors a perfect meal.
Male island giants are infertile. They lead a solitary existence, hating all other creatures, even their own kind. They view smaller creatures as nothing more than food or sources of amusement. They are very imaginative in their brutality.
An adult male is about 18 feet tall and weighs about 8,000 pounds. Skin coloration ranges from slate gray to sky blue to tan. Although all are mostly humanoid and cyclopean, their characteristics vary, some with multiple horns, others with the hindquarters of beasts, yet others with reptilian tails, or even spiked spines. Island giants can live to be 1,000 years old.
An island giant's bag usually contains 1d4+1 throwing rocks, bits of food, pieces of ships, driftwood, and crude religious fetishes.
Island giants speak an odd dialect of Giant.
Combat
Island giants prefer to throw rocks until foes come within range, then pummel them with their powerful fists. Island giants are intelligent enough to try to gain a tactical advantage, attempting to ambush and trap ships, taking prisoners for later meals.
Rock Catching (Ex): An island giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, an island giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The island giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex): The range increment is 140 feet for an island giant’s thrown rocks.
Skills: An island giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Female Island Giants
Female island giants have identical statistics to males, but also have the power to assume the form of any humanoid or giant. They generally take on an attractive appearance to attract mates or lure prey.
Change Shape (Su): A female island giant can assume the shape of any giant or humanoid of Small to Huge size. An island giant can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but an island giant reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: *When using its change shape ability, a female island giant gets a +10 circumstance bonus on Disguise checks.
Young Island Giants
Young island giants have the following statistics. They never take class levels, advancing by Hit Dice until becoming an adult island giant at 13 Hit Dice.
Medium Giant (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 20 (+3 Dex, +7 natural) touch 13, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d3+4)
Full Attack: 2 slams +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 17, Con 15, Int 8, Wis 10, Cha 14
Skills: Hide +6, Listen +3, Spot +3, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm islands
Organization: Solitary or brood (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic evil
Advancement: 7-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -
Island Giant Society
Island giants are extremely solitary. A female gives birth to a brood of 1d10+2 young on land. The young then struggle to the ocean quickly before falling prey to others of their kind or other predators. Their own mother will devour them if they tarry too long. As a result, only about one in every 50 young island giants reach adulthood. Males that meek it to land seek a remote location to establish a domain, while females search for potential mates.
Island Giant Characters
An island giant cleric has access to two of the following domains: Chaos, Strength, and Water.
Originally appeared in Land of Fate (1992).
http://www.enworld.org/showthread.php?t=224671&page=7&pp=15
Giant, Island
Huge Giant
Hit Dice: 13d8+78 (160 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +9/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con 23, Int 8, Wis 10, Cha 14
Skills: Hide -2, Listen +5, Spot +5, Swim +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm islands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
This massive humanoid towers three times the height of a tall human. Little more than rags which may have once been a ship's sail cover its twisted, sky-blue body. Its single eye glares menacingly beneath a jutting ivory horn on its forehead.
Island giants are omnivorous, able to subsist on large amounts of seaweed or on the carcasses of beached whales. However, they prefer fresh meat, and consider a shipful of sailors a perfect meal.
Male island giants are infertile. They lead a solitary existence, hating all other creatures, even their own kind. They view smaller creatures as nothing more than food or sources of amusement. They are very imaginative in their brutality.
An adult male is about 18 feet tall and weighs about 8,000 pounds. Skin coloration ranges from slate gray to sky blue to tan. Although all are mostly humanoid and cyclopean, their characteristics vary, some with multiple horns, others with the hindquarters of beasts, yet others with reptilian tails, or even spiked spines. Island giants can live to be 1,000 years old.
An island giant's bag usually contains 1d4+1 throwing rocks, bits of food, pieces of ships, driftwood, and crude religious fetishes.
Island giants speak an odd dialect of Giant.
Combat
Island giants prefer to throw rocks until foes come within range, then pummel them with their powerful fists. Island giants are intelligent enough to try to gain a tactical advantage, attempting to ambush and trap ships, taking prisoners for later meals.
Rock Catching (Ex): An island giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, an island giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The island giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex): The range increment is 140 feet for an island giant’s thrown rocks.
Skills: An island giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Female Island Giants
Female island giants have identical statistics to males, but also have the power to assume the form of any humanoid or giant. They generally take on an attractive appearance to attract mates or lure prey.
Change Shape (Su): A female island giant can assume the shape of any giant or humanoid of Small to Huge size. An island giant can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but an island giant reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: *When using its change shape ability, a female island giant gets a +10 circumstance bonus on Disguise checks.
Young Island Giants
Young island giants have the following statistics. They never take class levels, advancing by Hit Dice until becoming an adult island giant at 13 Hit Dice.
Medium Giant (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 20 (+3 Dex, +7 natural) touch 13, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d3+4)
Full Attack: 2 slams +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 17, Con 15, Int 8, Wis 10, Cha 14
Skills: Hide +6, Listen +3, Spot +3, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm islands
Organization: Solitary or brood (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic evil
Advancement: 7-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -
Island Giant Society
Island giants are extremely solitary. A female gives birth to a brood of 1d10+2 young on land. The young then struggle to the ocean quickly before falling prey to others of their kind or other predators. Their own mother will devour them if they tarry too long. As a result, only about one in every 50 young island giants reach adulthood. Males that meek it to land seek a remote location to establish a domain, while females search for potential mates.
Island Giant Characters
An island giant cleric has access to two of the following domains: Chaos, Strength, and Water.
Originally appeared in Land of Fate (1992).
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