Giant

Giants are humanoid-shaped beings of great size who possess even greater strength. They accomplish much simply thtough sheer determination and brute force. Most rely on their might to solve their problems, and any difficulty that cant be overcome with their muscles is normally not worth bothering over. Giants can deal tremendous damage to those who anger or oppose them, but they can also put their strength to good use in aiding their allies.

Many giants subsist by hunting or taking what they want from smaller, weaker beings. A few giants are not so cruel and raise what crops and livestock they need to survive.

All giants speak Giant. Those with an Intelligence score of at least 10 also speak Common.

Combat

Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They have enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant’s favorite ranged weapon is a big rock.

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she has a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. (The range increment is 120 feet.) A Huge giant can hurl rocks weighing 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant ofat least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). A Huge giant can catch rocks of up to Huge size. Once per round, a giant that would normally be hit by arock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock’s size (see the table below). If the projectile has a bonus on attack rolls, the DC increases by that amount. The giant must be aware of and ready for the attack.

Rock SizeDC
Small15
Medium20
Large25
Huge30

Bog Giant

Large Giant (Aquatic)
Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 19 (−1 size, +3 hide armor, +7 natural), touch 9, flat-footed 19
Base Attack/Grapple: +6/+17
Attack: Longspear +13 melee (2d6+10), or rock +6 ranged (1d6+7)
Full Attack: Longspear +13/+8 melee (2d6+10), or rock +6 ranged (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, rock catching
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 24, Dex 11, Con 19, Int 6, Wis 11, Cha 14
Skills: Hide +4, Listen +2, Spot +2, Swim +15; racial bonuses
Feats: Alertness, Great Fortitude, Martial Weapon Proficiency (longspear) [bonus], Weapon Focus (longspear)
Environment: Any land, aquatic, and underground
Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding party (6–9 plus 1–2 giant crocodiles), or tribe (21–30 plus 1–3 elders, 2–12 giant crocodiles, 12–22 lizardfolk, and 35% noncombatants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment:

Bog giants are shy and reclusive beings who prowl swamps and marshlands to hunt dangerous predators such as black dragons.

Among the smallest of giants, they stand around 10 feet tall and weigh up to 600 pounds. They are ugly, disgusting creatures, with mottled froglike skin and long, stringy black hair. Bog giants have webbed fingers and toes, which allows them to swim faster than they can walk on land. The typical clothing for either gender is hide armor made from the skin of crocodiles.

A bog giant’s bag contains 2d4 rocks, 1d4+2 mundane items, and the giant’s personal possessions. These possessions tend to be well worn, filthy, and waterlogged items that it got from something it killed for food, and they often include scraps of fur and hide, bones, and teeth.

Bog giants with sufficient intelligence typically learn Draconic in addition to Common.

Combat

Because they can breathe underwater, bog giants prefer to surprise their enemies by swimming close before striking. They take advantage of their natural camouflage in swamp areas to ambush their prey. Some bog giants emulate crocodiles by grappling an opponent and dragging it under the water to drown.

Skills: Bog giants have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. A bog giant has a +4 racial bonus on Hide checks. In swamp areas, a bog giant’s racial bonus on Hide checks rises to +8.

Bog Giant Society

Bog giants are found exclusively in swamps and marshes They spend most of their time hunting, gathering, and scavenging rotting meat. They build crude, temporary shelters in the fallen logs and vines.

Bog giants both venerate and hunt crocodiles, alligators, and other large reptiles. Most tribes keep “pet” crocodiles on tethers around their encampments. Bog giants are on friendly terms with lizardfolk, although sometimes the two races come into conflict when food resources are low. Bog giants despise trolls and attack them on sight.

Bog Giant Characters

A bog giant’s favored class is ranger. Many groups of bog giants include both druids and rangers.

Source: Fiend Folio, page 81. Changes applied as per the D&D® v.3.5 Accessory Update.

Shadow Giant

Huge Giant
Hit Dice: 18d8+144 (225 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 28 (−2 size, +3 Dex, +17 natural), touch 11, flat-footed 25
Base Attack/Grapple: +13/+34
Attack: Morningstar +24 melee (2d8+19), or mighty composite shortbow (+4 Str bonus) +14 ranged (2d6+4), or rock +15 ranged (1d6+13)
Full Attack: Morningstar +24/+19/+14 melee (2d8+19), or mighty composite shortbow (+4 Str bonus) +14/+9/+4 ranged (2d6+4), or rock +15 ranged (1d6+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death attack, rock throwing, sneak attack +4d6, spell-like abilities
Special Qualities: Blindsight 60 ft., hide in plain sight, light sensitivity, low-light vision, rock catching
Saves: Fort +19, Ref +9, Will +8
Abilities: Str 36, Dex 17, Con 26, Int 11, Wis 14, Cha 19
Skills: Diplomacy +6, Hide +16 (+20 in shadow), Jump +18, Listen +9, Move Silently +8, Sense Motive +7, Spot +9; racial bonuses
Feats: Alertness, Cleave, Combat Reflexes, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot
Environment: Any land and underground
Organization: Solitary, pair, or family (2–8 plus 35% noncombatants plus 1 sorcerer of 7th–10th level)
Challenge Rating: 18
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment:

Among the crude and simple-minded giant races, shadow giants possess a unique aspect subtlety. They are feared and hated even by other giants since they have a reputation for being murderers, thieves, and assassins against their own kind. They dwell in par ticularly dark areas, in cluding those that are known to border the Plane of Shadow.

A shadow giant stands around 20 feet tall and weighs around 4,000 pounds. It is thin and wiry, with gaunt features. However, despite its emaciated appearance, it is very strong and fit. Males always have pure white hair, while females’ tresses are always pitch black. The eyes of a shadow giant are the color of a starless void. Shadow giants dress in elegant, if grim, clothing that is predominately black and blood red.

A shadow giant’s bag contains 1d2 rocks, 1d6+4 mundane items, and the giant’s personal possessions. Personal possessions usually include exquisite sculptures, gemstones, and artwork.

Combat

Shadow giants are nimble and elusive. They strike from darkness before retreating back into it. They rarely attack directly and prefer ranged attacks to melee. Shadow giants attack anyone who uses a daylight spell first, and then they go after anyone else using alternate light sources. They use their deeper darkness ability before moving into close combat.

Death Attack (Ex): If an shadow giant studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shadow giant’s choice). While studying the victim, the shadow giant can undertake other actions so long as his attention stays focused on the target and the target does not detect the shadow giant or recognize the shadow giant as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + ½ the shadow giant’s HD + the shadow giant’s Int modifier) against the kill effect, it dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering it helpless and unable to act for 1d6 rounds plus 1 round per level of the shadow giant. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shadow giant has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes its save) or if the shadow giant does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Spell-Like Abilities: At will⁠—​blur, deeper darkness, shades, shadow evocation, shadow walk. Caster level 18th; save DC 14 + spell level.

Blindsight (Ex): A shadow giant maneuvers and fights not only by sight, but also by using hearing and smell to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. A shadow giant usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight. See Blindsight.

Hide in Plain Sight (Su): As long as a shadow giant is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Light Sensitivity (Ex): When exposed to sunlight, or to light equivalent to a daylight spell, shadow giants take a −2 morale penalty on all attack rolls, saves, checks and damage rolls.

Skills: A shadow giant has a +4 racial bonus on Hide checks. In shadowy areas, this bonus rises to +8.

Shadow Giant Society

Even among the normally xenophobic giant race, shadow giants are incredibly reclusive and distrusting. They prefer a solitary existence, though some band together out of necessity. The rare shadow giant that settles down typically makes its lair underground.

Shadow giants are more cerebral and inquisitive than other giants, and they seek out knowledge as much as they do wealth. They have no compunctions about murder, and they have been known to contract out their services to kill other giants. Because of this reputation, most giants attack shadow giants on sight⁠—​storm giants in particular despise them.

Shadow Giant Characters

A shadow giant’s favored class is rogue. Most groups of shadow giants include both rogues and sorcerers.

Source: Fiend Folio, page 82. Changes applied as per the D&D® v.3.5 Accessory Update.