New Giant I made

Jason_krueger

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Swamp Giant
Huge Giant(water)
Hit Dice:14d8+70 (147 hp)
Initiative: +0
speed: 40ft
AC: 20 (-2 size +12 natural)
Attacks: 2 slams +18/+13, or rock +8/+3
Damage: slam 1d10+10 + 1d6 acid or rock 2d6+10 + 1d6 acid
Face/Reach: 10ft by 10ft/15 ft
Special attacks: acid, rock throwing
Special qualities: rock catching, acid resistance 50
Saves: Fort +17, Ref+4, WIll +5
Abilities: Str 30, Dex 11, Con 22, Int 9, Wis 12, Cha 12
Skills: intimidate +8, Climb +10, Jump +10 knowledge (wilderness) +8
Feats: Power attack, Combat Reflexes, Great fortitude
Climate/Terrain: swamp
Organization: solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 14-42HD huge

Swamp giants are a race of hideous reptilian giants. They are very reclusive and hate to be disturbed, often killing those that stumble on to their lair. A swamp giant looks like a reptilian humanoid with greenish brown scales all over its body. It has webbed hands and feet and sharp teeth in its mouth. Swamp giants give off a foul stench remiscent of rotting vegtables. A swamp giant is about 20 feet tall and weighs aroudn 5000 pounds. Swamp giants live for about 500 years.

Combat:
Acid secretions(ex): a swamp giant can secret an acidic substance from its skin at will. This substance causes 1d6 damage to all who touch the swamp giant, as well as anyone hit by the swamp giant's attacks. It deals 40 damage per round to metal and wood objects and does not harm stone.

Water Breathing(ex): a swamp giant can stay under water indefinitly.

Skills: swamp giants recieve a +5 bonus to hide checks made in the swamp
 
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This thing is disgusting... I like it. You might consider giving it a Stench ability (like say, causing opponents to make Fort. saves or become nauseated). Reach should be (for a Huge (tall) monster) 10 ft by 10 ft/15 ft. Is this thing on friendly terms with green dragons; one paired with a couple of these giants would be a great thing to fear.
 

Psychotic Jim said:
Is this thing on friendly terms with green dragons; one paired with a couple of these giants would be a great thing to fear.
Hey, if they're on really frielndy terms, a half-green dragon swamp giant could really kick some, uh... yeah!
 


Jason_krueger said:
is this CR right?
According to the CR chart, it seems about right, but the monster seems to be weaker than a clound giant, which is a CR 11 creature; the cloud giant has more HD as well as spell-lke abilitites and higher ability scores than the swamp giant. It seems more on par with a fire giant, so the swamp giant seems to be somewhere in the CR 10-11 range. By the way, giants throwing rocks get muliple attacks for high BAB, and the speed is missing.
 
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I like it... an imaginative twist on the typical giant.

Now for some input on the numbers:

Swamp Giant
Huge Giant(water)
Hit Dice:14d8+70 (154 hp)

The hit points should read: 14d8+84(147 hp).

Average 14d8 would be 14*4.5 (which is 63). The bonus hp from Con should be 84, as its Con bonus is +6.

Initiative: +0
speed: 40 ft
AC: 22 (-2 size +12 natural)

AC should be 20.

Attacks: 2 slams +19/+14, or rock +19/+14

This should read: 2 slams +18/+13 melee; or rock +8/+3 ranged

Its slam attacks should be +18/+13, as its BAB is 10 and it gets +10 for its Str bonus and a -2 for its size. Its rock attack should be based on Dex (BAB 10 +0 for Dex bonus, -2 for size), so it would read rock +8/+3.

Damage: slam 1d10+10 + 1d6 acid or rock 2d6+10 + 1d6 acid

I don't see how the acid damage would apply to the rock unless the swamp giant had REALLY active acid glands, or took special care to slime up the rocks "good n'proper." :)

Face/Reach: 10ft by 10ft/15 ft
Special attacks: acid, rock throwing
Special qualities: rock catching, acid resistance 50
Saves: Fort +17, Ref+6, Will +4

A 14-HD giant's base saves would be +9/+4/+4. The swamp giant has a +6 to its Fortitude for Con, plus another +2 for Great Fortitude, making its Fort save +17 (right on). The swamp giant has no Dex bonus, so its Reflex save would remain +4, and and it has a +1 bonus to its Will save for its Wisdom, so its saves should be:

Saves: Fort +17, Ref+4, Will +5

Abilities: Str 30, Dex 11, Con 22, Int 9, Wis 12, Cha 12
Skills: intimidate (Cha) +8, Climb (Str) +10, Jump (Str) +10

The swamp giant should have 15 skill points. Taking away its stat bonuses, there appear to be only 7 skill points here.

Base skills: 6 + int bonus (which is -1), +1/EHD, where Extra Hit Dice = HD- 4 (Huge creature) = 10.

Feats: Power attack, Combat Reflexes, Cleave, Great fortitude

There should be only 3 feats... a giant gets 1 feat (+1/4 EHD) where EHD = 10.

You can, of course, give it a bonus feat if you need to, as long as it is calculated into its CR.

Climate/Terrain: swamp
Organization: solitary or pair
Challenge Rating: 10

I have its CR calculated to the high end of 12, but that should be playtested.

Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 14-25HD huge

Its advancement can be up to 3 times its original hit dice (so up to 42 HD) should you choose to use it.

All in all, wonderful concept. I hope these bookkeeping points help.

- Devon
 
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Quote:
I don't see how the acid damage would apply to the rock unless the swamp giant had REALLY active acid glands, or took special care to slime up the rocks "good n'proper." :)

I imagined it would slime up the rocks, sort of liek a fire giant heating the rocks
 

I imagined it would slime up the rocks, sort of liek a fire giant heating the rocks

Well, that is a precedent, so I'll withdraw my reservations regarding the acid-covered rocks.

- Devon
 

kool

Nice new twist to an old monster. Wouldnt it be black dragon not green dragons? Black = acid and lives in swamps ?

lol Good creature tho
 

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