Special Conversion Thread: Finishing off giants and their kin

Actually, the statblock lists 16 feats (9 epic), but I believe a 48 HD critter gets 17 feats (10 epic), so we don't need to drop anything.
 

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Good catch!

Enceladus
Colossal Giant
Hit Dice: 48d8+732 (948 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 29 (-8 size, +27 natural), touch 2, flat-footed 29
Base Attack/Grapple: +36/+75
Attack: Slam +52 melee (4d6+23/19-20 plus 1d6 on a critical hit and DC 57 Fort save or die) or rock +29 ranged (6d6+23)
Full Attack: 2 slams +52 melee (4d6+23/19-20 plus 1d6 on a critical hit and DC 57 Fort save or die) or rock +29 ranged (6d6+23)
Space/Reach: 30 ft./30 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (breath weapon, catch spells, frightful presence, immunity to fire, shockwave)
Saves: Fort +40, Ref +20, Will +20
Abilities: Str 56, Dex 10, Con 38, Int 8, Wis 11, Cha 12
Skills: Intimidate +17, Listen +16, Spot +16
Feats: Awesome Blow, Cleave, Devastating Critical (slam), Epic Reflexes, Epic Toughness (x2), Epic Will, Great Cleave, Great Constitution (x2), Improved Bull Rush, Improved Critical (slam), Improved Initiative, Overwhelming Critical (slam), Power Attack, Superior Initiative, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
 
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Much like the next few creatures, this thread rises from its grave! :devil:

Barrowe
CLIMATE/TERRAIN: Any hills and mountains
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET: See below
INELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-3
ARMOR CLASS: 2
MOVEMENT: 10
HIT DICE: 13
THAC0: 7
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8+7 or by weapon (2-16+7)
SPECIAL ATTACKS: Energy drain, hurling rocks for 2-20
SPECIAL DEFENSES: Hit only by silver or +1 or better magical weapons
MAGIC RESISTANCE: See below
SIZE: H (16’ tall)
MORALE: Elite (14)
XP VALUE: 12,000

Barrowes are undead hill giants, even uglier than their living counterparts. They go about naked but do not seem to be so, for their bodies sport a thick growth of matted, filthy hair. This thick fur, allied with the toughness of their undead hide, gives them an armor class of 2. Their eyes glitter like those of all undead, but because their eyes are small, and because the giant stoops over so much, it is often hard to make them out at a distance, leading to disastrous errors in identification.

Combat: Barrowes can use any attack form they did in life, being slightly stronger in undead form. They inflict 1d8+7 hp damage per hit. They cause 2d8+7 hp damage when wielding a weapon, and boulders they hurl inflict 2d20 hp damage. They have a maximum range of 250 yards when hurling boulders. Due to a loss of Dexterity that comes with undeath, barrowes cannot catch hurled boulders. Barrowes can be struck only be weapons of +1 enchantment or better, unless the nonmagical weapon is of silvered steel. They suffer 2d4 hp damage per vial of holy water.

After a successful melee attack with an unarmed fist, barrowes drain one experience level unless the victim saves vs. death magic. Anyone totally drained in this manner becomes a miniature barrowe, undergoing a shocking transformation. The victim sheds his clothes or sees them ripped or split off as his body becomes overly muscular, hunchbacked, and apelike. He also gains all the powers of a barrowe except those of great Strength and boulder-hurling, but he retains only half of his Hit Dice. (Note: A barrowe can make another true barrow only by slaying another giant with its energy-draining attack.) Due to the stupidity of all hill giants, however, any barrowes thus created are not controlled by their slayer, wandering off to find lairs.

Barrowes are immune to all mind-affecting spells, as well as sleep, hold, poison, paralyzation, or cold-based attacks. A raise dead spell, however, instantly slays the monster. Barrowes are intolerant of bright sunlight and actively avoid it, although it does them no real harm.

Habitat/Society: These creatures exist alone or in small groups, placing no value on the company of others. Their lairs in death are much the same as in life: caverns and other gloomy hill-country lairs, such as deep forests.

Barrowes have no fondness for their living kin. They frequently go out of their way to wipe out a former family, tribe, or raiding band, just for the satisfaction of breaking it up. Remember, the barrowe gains no followers when it creates more of its kind: the new undead simply wander away. The only pleasure a barrowe knows comes from breaking up the formerly close-knit bonds of its kin, causing them to separate and become as lonely as it is.

Ecology: Barrowes exists as much no the Negative Material Plane as on the Prime. The negative energy from the former polane sustains them and provides their life-draining abilities, though they achieve as much satisfaction draining a living being as they once gained from filling an empty stomach. Their only impact on a region’s ecology is to ensure that it has none: Animals sense the undead presence and flee the area, while the local vegetation slowly withers and dies within a quarter-mile of the creature’s lair. Some sages speculate that using the parts of a barrowe in the production of an otherwise standard potion of hill giant strength grants the imbiber energy-draining abilities as well as increased strength, but as far as is known, no one has been foolhardy enough to try it.

Originally appeared in Dragon Magazine #254 (1998).
 

For comparison, here's a 2e hill giant...

Giant, Hill
CLIMATE/TERRAIN: Any hills and mountains
FREQUENCY: Rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low (5-7)
TREASURE: D
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-12
ARMOR CLASS: 3 (5)
MOVEMENT: 12
HIT DICE: 12+1-2 hit points
THAC0: 9
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon (2-12+7)
SPECIAL ATTACKS: Hurling rocks for 2-16 (2d8)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: H (16' tall)
MORALE: Elite (13-14)
XP VALUE: 3,000

Hill giants' natural Armor Class is 5. This is reduced to an Armor Class of 3 when they wear crudely-sewn animal hides, which are the equivalent of leather armor.

Hill giants' favorite weapons are oversized clubs which do 2-12 +7 points of damage (double the damage of a man-sized club plus their strength bonus). They hurl rocks for 2-16 (2d8) points of damage. Their targets for such attacks must be between 3 and 200 yards away from the giant. They can catch rocks or other similar missiles 30% of the time.
 

Hill giants still have 12 HD, so keeping these guys at 13 seems appropriate. Likewise, it'd be appropriate for their create spawn to turn humanoids into wights and giants into barrowes.

DR/ silver seems like a no-brainer here.
 

I think you're spot-on, though I wouldn't object to making the DR silver or magic based on the original text. Just silver is probably better at their likely CR, though.
 

Added to Homebrews.

I added +4 to Str and set Cha equal to a wight's. Does that seem OK?

Animals sense the undead presence and flee the area, while the local vegetation slowly withers and dies within a quarter-mile of the creature’s lair.

Borrow unnatural aura from the wraith?
 


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