Fun With Templates 3: The Fear Giant

Kafkonia

First Post
Fear Giant
Huge Giant

Hit Dice: 8d8+64 (100 hp)
Initiative: +2
Speed: 60 ft (12 squares), 45 ft. (9 squares) in breastplate
Armour Class: 26 (-2 size, -2 Dex, +15 natural, +5 breastplate)
Base Attack/Grapple: +6/+26
Attack: Greatsword +18 (4d6+18/19-20)
Ful Attack: Greatsword +18/+13 (4d6+18/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Dark Vision, fearless, low-light vision, bane
Saves: Fort +12, Ref +0, Will +2
Abilities: Str 34, Dex 6, Con 26, Int 10, Wis 10, Cha 8
Skills: Intimidate +10, Move Silently +6, Hide +9
Feats: Improved Initiative, Ability Focus, Power Attack
Environment: Temperate mountains
Organization: Solitary, gang (2-4), tribe (5-12 plus 35% noncombatants plus 1-3 clerics.)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: --

This giant is wiry but heavily-muscled, with slate grey skin. Only a few hairs sprout from above its brows; aside from that, it is hairless. A malicious humour gleams in its eyes.

Fear giants are amongst the cruelest of all giants. Physically weaker than most of their brethren, they instead indulge their love of cruelty through mind games and mental manipulation.

Adult fear giants are about 18 feet tall and weigh just under 5000 pounds. There is negligible size difference between male and female fear giants. Occasionally, a fear giant is born with almost pale violet skin; these giants are bullied and driven from their tribes, and are often even more surly and cruel when encountered.

Fear giants prefer loose-fitting robes belted at the waist with a massive coil of rope, but wear armour when expecting to do battle. Many wear piercings in their ears and elsewhere on their faces.

A fear giant's bag usually contain 1d4+2 mundane items and the giant's personal wealth, as they are reluctant to leave their possessions with the tribe, where thievery is common. These possessions often well-maintained: the quality of their possessions is a status symbol within the tribe. Of course, since fear giants see the crafting of items as beneath them, these items have generally been stolen from other creatures.

Combat
Fear giants prefer to fight only if they have a decided edge, using their spell-like abilities to unnerve their foes from a distance before wading into melee combat. They will not hesitate to flee if the odds seem against them; an old fear giant saying is "Better a live coward than a brave corpse."

Bane (su): A fear giant constantly radiates an aura that causes all enemies within a 50 ft. radius to take a -1 penalty on attack rolls and a -1 penalty on saving throws agaainst fear effects, as per the bane spell (caster level 8th.) This effect can be dispelled, but the fear giant can create it again on its next turn as a free action. This effect persists for 8 minutes after the fear giant is out of range. This compulsion is a mind-affecting fear effect. DC 11 Will Save negates. The save DC is Intelligence-based.

Spell-Like Abilities: at will -- Fear (DC 16). Caster Level 8th. The save DC is Intelligence-based.

Fearless (su): Fear giants are immune to all fear effects.

Skills: A fear giant has +8 racial bonuses on Hide and Move Silently checks.

Fear Giant Characters
About 20% of adult fear giants are clerics. A fear giant has access to two of the following domains: Suffering, Trickery, Evil, Chaos.

----

For the fear giant, I began with a goblin, then added the gigantic and spell-powered templates from the Book of Templates, then the rather dubious Lolth-touched template from Monster Manual IV. The only real issue I can see is that this results in a rather low-hit point giant.
 
Last edited:

log in or register to remove this ad

Have you considered posting this at the d20npc wiki? This is exactly the sort of thing that goes well there...

Very cool results you got here. VERY flavorful. I might yoink this...
 

Fieari said:
Very cool results you got here. VERY flavorful. I might yoink this...

Thanks, that's what it's there for.

Of my three FWT creatures to date, this is my favourite. I think moving beyond the WotC templates opens up a lot more possibilities.

I'll check out the NPC Wiki. Can't say I've ever visited before.
 

I'm unfamiliar with any non-WotC :(

BUT this is great, just the kind of stuff I do when bored... Just much neater, and quite fun ;)

btw: too little hp? are you shying away from giving it 2-4 more HD for some particular reason (IOW wnat to stick to templates and not meddle further with the stats?)
 

Land Outcast said:
btw: too little hp? are you shying away from giving it 2-4 more HD for some particular reason (IOW wnat to stick to templates and not meddle further with the stats?)

That's pretty much it. The gigantic template does say you can add more hit dice if you want (and adjust abilities and CR accordingly) but I'm trying to stay away from any grey areas right now.

BTW, I highly recommend you check out the Book of Templates: Deluxe Edition and the Advanced Bestiary if you want to see some quality non-WotC templates. Both books have no overlap in terms of templates (which can be an issue sometimes with OGC books), and little overlap even as far as kinds of templates. (eg, one has a Gigantic template, one has a Gigantean template, but they're actually quite different both mechanically and flavourfully.)
 



Kafkonia said:
That's pretty much it. The gigantic template does say you can add more hit dice if you want (and adjust abilities and CR accordingly) but I'm trying to stay away from any grey areas right now.

I'd up the Hit Dice. I don't think any monster should have fewer hit dice than its CR. It's a cool monster, but it could almost be taken out with a sleep spell. Or drop the CR down. A DC 16 save isn't that hard at 10th level, and fear isn't that potent an effect either (paladins are immune, etc, etc.)
 


Nellisir said:
I'd up the Hit Dice. I don't think any monster should have fewer hit dice than its CR. It's a cool monster, but it could almost be taken out with a sleep spell. Or drop the CR down. A DC 16 save isn't that hard at 10th level, and fear isn't that potent an effect either (paladins are immune, etc, etc.)

True. This is mostly an experiment in seeing what template application can do, but I don't mind adjusting stats a bit after the fact. I'm more inclined to lower the CR, though, because that's really a derivative number rather than a primary stat.

I should have another one up tonight or tomorrow, substantial lower CR. I'll give you one hint.

Mmmm... brains...
 

Pets & Sidekicks

Remove ads

Top