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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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Add Jump +6 to skills line to account for speed.

Add "A thoul has a +4 racial bonus on Move Silently checks." to the end of the Racial Skills line in the "as characters" section.

250 pounds sounds about right.
 





too late to stop him! ;) here are the original CC stats:

GIANT, Verbeeg
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft
AC: 19 (-1 size, +6 natural, +3 hide, +1 shield)
Attacks: Huge greatclub +9 melee; or Huge longspear +2 ranged
Damage: Huge greatclub 2d6+9; or Huge longspear 2d6+10
Face/Reach: 5 ft by 5 ft/10 ft
Saves: Fort +7, Ref +1, Will +2
Abilities: Str 23, Dex 10, Con 17, Int 12, Wis 12, Cha 10
Skills: Climb +6, Jump +6, Listen +4, Spot +4
Feats: Power Attack, Weapon Focus (greatclub)

Climate/Terrain: Any hills, mountains, and underground
Organization: Solitary, gang (2-5 plus 1-2 hill giants or ogres), band (6-9 plus 35% noncombatants and 1-4 hill giants or ogres), hunting/raiding party (6-9 plus 35% noncombatants, 1-4 hill giants or ogres, and 2-4 wolves or worgs), or tribe (5-30 plus 35% noncombatants, 2-5 ogres or hill giants, and 2-5 wolves or worgs; in arctic climates the wolves will be winter wolves or polar bears)
Challenge Rating: 3
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class

Known as "human behemoths,? these human giants inhabit areas infested with hill giants and ogres.
Verbeeg vary in height from 8 to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as clubfoot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears.

COMBAT
Verbeeg are smart enough to let others soften up the enemy first. This does not mean that they are cowards, only selfish and practical. Since they are commonly found with hill giants and ogres, in the first few rounds of combat verbeeg drive their less intelligent companions before them into battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.
Once the battle has begun, the verbeeg take on the stragglers and use their missile weapons, usually spears.

VERBEEG SOCIETY
Verbeeg are found in the same climates as ogres and hill giants. These human behemoths are very rarely found wandering alone.
A verbeeg lair is usually an underground place, such as a cave or inside old ruins. Each tribe will have a chieftain and at least one shaman ( a cleric of 3rd-5th level).
The chieftain is responsible for all activities involving hunting, war and negotiations with strangers, while the shaman is responsible for all activities inside the tribe, dispensing judgments concerning law and all magic. Any magical items in the tribe belong to the shaman; he has a 90% chance of knowing how to use these. Most magical items that he does not understand are thrown into the tribal refuse heap before too long.
Verbeeg eat almost anything, but they love flesh of all sorts. They maintain a mutually beneficial relationship with the giants and ogres that share their lair. The verbeeg provide the intelligence and direction that these giant types lack, and the giants provide protection by their greater fighting prowess. To watch a group in action can be hilarious, so long as you are not their intended victim. Hill giants and ogres are too stupid to think much on their own. They tend to follow directions too literally. This usually infuriates the verbeeg. They hop back and forth from foot to foot screaming insults at the befuddled giants that tower over them in height and size, as even the simplest instructions are misinterpreted by these denser humanoids.

The Verbeeg first appeared in 1e MM II (Gary Gygax, 1983).
 

and here are the old school stats:

1E MM2:

FREQUENCY: Uncommon
NO. APPEARING: 1-2, 1-6, or 5-30 (see below)
ARMOR CLASS: 4 or better
MOVE: 18"
HIT DICE: 5+5
% IN LAIR: 30%
TREASURE TYPE: Individuals K, L, M. (x5); in lair B (but 25% for magic)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type + strength bonus
SPECIAL ATTACKS: Throw spears for 1-6 (+ strength bonus)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to very
ALIGNMENT: Neutral (evil)
SIZE: L (8 1/2'- 10' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: V/275 + 6/hp

Verbeeg, or human behemoths, are a race of human giants inhabiting the same areas as hill giants and ogres (q.v.). An encounter with verbeeg is 30% likely to be in conjunction with hill giants (40%) or ogres (60%), 50% with 1d6 wandering creatures, and 30% in the lair where a total of 5-30 verbeeg will be found, and 20%with 1-2+ others. Because verbeeg are intelligent, they will typically command any hill giants or ogres with whom they dwell. Also, if these giants have them, they will wear protective materials to improve their armor class, i.e., hides and furs, odd pieces of metal such as shields, and so forth. While verbeeg use clubs and spears typically, those able to gain superior weaponry will do so. Verbeeg range in strength from 18/51 to 18/00. To find the strength and appropriate bonus, roll 1d10:

1-2 18/51-75 = +3 and 3" to throwing range
3-6 18/76-90 = +4 and 4" to throwing range
7-9 18/91-99 = +5 and 5" to throwing range
0 18/00 = +6 and 6" to throwing range

Thrown spears have normal range plus a bonus range of 3" to 6". Thus, a verbeeg with 18/00 strength hurls the spear up to 9" distance for 7-12 points of damage. Each of these giants will have at least 3 spears when encountered.

In a lair of verbeeg there will always be a leader with 18/00 strength and with no fewer than 40 hit points. There will be 2 females for the leader and one for each additional male. Young verbeeg are about 50%of the total population over 9. All verbeeg encountered are likely (2% per verbeeg) to have with them a shaman of either sex. Verbeeg shamen can attain 7th level. The tribal group is 90% unlikely to have any magic item which they cannot understand or use. Females are equal to males in combat. Young are equal to bugbears (50%) or goblins (50%) in fighting ability. The lair will include 2-8 wolves (75%) or 1-4 worgs (25%) as guards. In arctic climes, 1-3 winter wolves (25%) or 1-2 polar bears (75%) will be kept for this purpose.

Verbeeg are unusually thin for their great height. Some have deformities which only add to their rather fearsome aspect. Notable verbeeg are usually rogues who stalk humans (Jimmy Squarefoot and Jack-in-Irons are but two). They otherwise appear human.



Monstrous Manual:

Giant, Verbeeg

CLIMATE/TERRAIN: Temperate and arctic/Hills
FREQUENCY: Uncommon
ORGANIZATION: Tribe
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average to very (8-12)
TREASURE: B (K, L, M x 5)
ALIGNMENT: Neutral (evil)
NO. APPEARING: 1-6 or 5-30
ARMOR CLASS: 4 or better
MOVEMENT: 18
HIT DICE: 5+5
THAC0: 15
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6 (weapon) +3 to +6 (Str bonus)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (8½' to 10' tall)
MORALE: Elite (13)
XP VALUE: 270

Known as "human behemoths, these human giants inhabit areas infested with hill giants and ogres.
Verbeeg vary in height from 8½ to 10 feet tall, and weigh between 300 and 400 pounds. They are unusually thin for their height, although this does not inhibit their fighting ability. Some have minor deformities, such as club foot, uneven eyes, hair lips, etc. In all other respects they appear human, including skin, hair, and eye color. They wear as much protective clothing and armor as they can obtain, which isn't much. Usually they wear furs and hides with pieces of metal armor stitched into strategic places. They almost always carry shields and have the best weapons they can steal. Typically this means clubs and spears.

Combat: Verbeeg are smart enough to let others soften up the enemy first. This does not mean that they are cowards, only selfish and practical. Since they are commonly found with hill giants and ogres, in the first few rounds of combat verbeeg drive their less intelligent companions before them into battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.
Once the battle has begun, the verbeeg take on the stragglers and use their missile weapons, usually spears. The Strength of the giant determines how much further than normal the weapons can be hurled. Whatever their weaponry, the verbeeg get a Strength bonus for damage. Each giant must have his Strength determined individually (or once for the whole group, at the DM's option) by rolling 1d10 and consulting the following table. Armor is always at least the equivalent of AC 4, and sometimes better, although never better than AC 1.


Special Bonus With Spears

Damage Add to
D10 Roll Strength Bonus spear Range
1-2 18/51-75 +3 30 yards
3-6 18/76-90 +4 40 yards
7-9 18/91-99 +5 50 yards
10 18/00 +6 60 yards


Habitat/Society: Verbeeg are found in the same climates as ogres and hill giants. These human behemoths are never found wandering alone. Thirty percent of wandering verbeeg encounters find 1d6 of these giant-kin with 1d4 hill giants or ogres (equal chance), which also share their lair; 50% of the time 1d6 verbeeg are with 1d6 wolves or worgs (in polar climes winter wolves or polar bears); the rest of the time (20%) 1-2 of them are encountered with a normal sized group of wandering monsters found in that area (DM must use reasonable judgment in this case).
A verbeeg lair is usually an underground place, such as a cave or inside old ruins. There 5d6 of them can be found, an equal number of females (equal to males in combat), and 2d6 young. Half the young fight as bugbears, the other half fight as goblins. A lair usually includes 2d4 wolves (75% chance) or 1d4 worgs (25% chance). In arctic climes substitute 1-2 polar bears for wolves, and 1-3 winter wolves for wargs.
There is a 2% cumulative chance per giant of a shaman with the tribe. The verbeeg are jointly ruled by the shaman (if there is one) and a warrior chieftain. The shaman can be up to 7th level. The warrior chieftain always has 18/00 Strength and no fewer than 40 hit points. The chieftain is responsible for all activities involving hunting, war and negotiations with strangers. The shaman is responsible for all activities inside the tribe, dispensing judgments concerning law and all magic. Any magical items in the tribe belong to the shaman; he has a 90% chance of knowing how to use these. Most magical items that he does not understand are thrown into the tribal refuse heap before too long.

Ecology: Verbeeg eat almost anything, but they love flesh of all sorts. They maintain a mutually beneficial relationship with the giants and ogres that share their lair. The verbeeg provide the intelligence and direction that these giant types lack, and the giants provide protection by their greater fighting prowess. To watch a group in action can be hilarious, so long as you are not their intended victim. Hill giants and ogres are too stupid to think much on their own. They tend to follow directions too literally. This usually infuriates the verbeeg. They hop back and forth from foot to foot screaming insults at the befuddled giants that tower over them in height and size, as even the simplest instructions are misinterpreted by these denser humanoids.
 

I'd place 'em between hill giants and ogres on ability scores.

Hill Giant: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Ogre: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Quite simply: Str 23, Dex 8, Con 17, Int 6, Wis 10, Cha 7
 

Into the Woods

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