| Hit Dice: | 23d8+115 (218 hp) |
| Initiative: | +8 |
| Speed: | 35 ft. in banded mail (7 squares); base speed 50 ft. |
| Armor Class: | 29 (−2 size, +1 Dex, +14 natural, +6 banded mail), touch 9, flat-footed 28 |
| Base Attack/Grapple: | +17/+37 |
| Attack: | Greataxe +27 melee (4d6+18/×3) or slam +27 melee (1d8+12) or rock +17 ranged (2d8+12) |
| Full Attack: | Greataxe +27/+22/+17/+12 melee (4d6+18/×3) and bite +22 melee (2d6+6) or 2 slams +27 melee (1d8+12) and bite +22 melee (2d6+6) or rock +17 ranged (2d8+12) |
| Space/Reach: | 15 ft./15 ft. |
| Special Attacks: | Frightful keening, rock throwing, spell-like abilities, steal soul |
| Special Qualities: | Darkvision 60 ft., guardian souls, immunity to fear and energy drain, low-light vision, rock catching, sold soul, soul healing |
| Saves: | Fort +26, Ref +17, Will +21 |
| Abilities: | Str 34, Dex 13, Con 21, Int 12, Wis 20, Cha 25 |
| Skills: | Concentration +19, Intimidate +15, Knowledge (arcana) +14, Knowledge (history) +12, Knowledge (religion) +19, Listen +12, Spellcraft +16, Spot +12, Survival +6 |
| Feats: | Ability Focus (frightful keening), Ability Focus (steal soul), Cleave, Iron Will, Lightning Reflexes, Point Blank Shot, Power Attack, Precise Shot |
| Environment: | Temperate deserts |
| Organization: | Solitary, pair, or gang (3–8) |
| Challenge Rating: | 16 |
| Treasure: | Standard |
| Alignment: | Always neutral evil |
| Advancement: | By character class ♊ |
| Level Adjustment: | — |
This heavily armored, gaunt giant has pointed ears and dark gray skin. Its hands end in long yellow claws, and its snarl shows sharp fangs. It is surrounded by a thin fog of swirling vapor, and as you watch, the cloud forms into tormented faces that scream in terror and pain.
Death giants are a race of terribly evil giants that, in order to preserve their empire from destruction, traded the immortal souls of every one of their kind in exchange for unholy power. It was a poor bargain, and the death giants now live with the mistake of their ancestors.
The souls of death giants are bound for destruction on the Negative Energy Plane, and their link to that profane realm grants them spell-like abilities and great power over the souls of others.
Death giants have dark gray to black skin and yellow eyes. Like stone giants, they lack hair; unlike most giants, their ears come to a point. Their unkempt nails form hard claws, and their teeth are sharp. A death giant stands about 15 feet tall and weighs 2,000 pounds.
Death giants speak Giant and Common.
Death giants are fearsome melee opponents and powerful spellcasters. They prefer to cast spells in combat situations but reserve some for opportune tactics and healing.
Frightful Keening (Su): As a standard action, a death giant can trigger the guardian souls that waft around its body to wail in frightful anguish. Living creatures within 100 feet that hear this keening must make a DC 30 Will save. Success indicates that the creature is shaken until it can no longer hear the keening or moves out of range. Failure causes the creature to be panicked for as long as it can hear the keening and remains within range, and shaken for 24 hours afterward.
Ending the frightful keening is a standard action. This is a sonic, mind-affecting fear ability. The save DC is Charisma-based.
Rock Throwing (Ex): Death giants are accomplished rock throwers and gain a +1 racial bonus on attack rolls when throwing rocks. A death giant can hurl rocks of 60 to 80 pounds (Medium objects) up to five range increments. The range increment is 120 feet for a death giant’s rocks.
Spell-Like Abilities: 3/day—greater dispel magic, inflict critical wounds (+27 melee touch, DC 21), unholy blight (DC 21); 1/day—flame strike (DC 22). Caster level 16th.
Steal Soul (Su): Any living creature with 10 or fewer hit points within 15 feet of a death giant must succeed on a DC 30 Fortitude save each round or die instantly. This is a death effect. The save DC is Charisma-based.
Any creature that dies within 15 feet of a death giant has its spirit sucked up into the swirling guardian souls that protect the death giant. Such creatures cannot be raised, resurrected, or reincarnated so long as the death giant lives. Killing the death giant releases the souls.
If a living death giant is within 15 feet of a death giant that dies, the souls are not released and are instead transferred to the nearby death giant due to its steal soul ability.
Under extraordinary circumstances, a living death giant may release a soul it has captured.
Guardian Souls (Su): A death giant’s victims become its guardians in death. Each death giant is surrounded by a constantly swirling cloud of intangible spirits.
These spirits provide the death giant with warnings and protection, granting the creature a bonus on initiative rolls, saves, Listen checks, and Spot checks equal to its Charisma modifier.
A death giant’s will binds its guardian souls to it. They are not ghosts or undead in the usual sense and cannot be damaged, dispelled, or separated from the death giant. Only a successful turning attempt can quell these spirits for a time. If the turning attempt would turn or rebuke an undead with Hit Dice equal to the death giant’s, the guardian souls vanish for 1d10 rounds, and the death giant loses the benefits of its guardian souls, frightful keening, soul healing, and steal soul abilities until the souls return.
Rock Catching (Ex): Once per round, a death giant that would normally be hit by a rock (or projectile of similar shape) can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock-catching attempt.
Sold Soul (Ex): A death giant cannot be raised, resurrected, or reincarnated. If a death giant’s soul is not taken as a guardian soul by another death giant or kept from departing by some other means (such as soul bind), it is utterly destroyed 1 round after the giant’s death.
Soul Healing (Su): When a death giant is protected by its guardian souls, hit point damage due to negative energy (such as from an inflict spell) heals rather than harms a death giant. Death giants are healed by positive energy (such as from cure spells) normally.
Death giants live in the ruins of their once-great civilization, scattered across the desert following the wars that brought their empires to ruin. Capable of using magic to provide for themselves, death giants have allowed their culture and skills to atrophy. They create weapons and armor for the often intense “soul-trading” battles between various groups, but otherwise spend their time seeking a way to rid themselves of their race’s curse while maintaining their powers.
A death giant’s favored class is fighter. Death giant clerics are very rare and worship dark and alien deities that don’t care if the souls of their followers reach them. The giant deities abandoned the death giants when they decided to sell the souls of their race, although some death giants still pay homage to them.
A death giant seeks to soften up its opponents with its frightful keening and spells before entering melee.
Round 1: Frightful keening.
Round 2: Use unholy blight on shaken foes. If no foes appear shaken, charge into melee.
Round 3: Use flame strike on foes that are both shaken by the frightful keening and sickened by the unholy blight. If only one or two foes are shaken and sickened, enter melee, focusing on foes that resisted the effects.
Round 4: Charge the foe most damaged by the flame strike, or make a full attack on the weakest foe if it is already in melee.
Round 5: If still in a position of strength, continue the attack, only using inflict critical wounds on a shaken foe if it is having trouble hitting with its full attack. If in a position of weakness, use inflict critical wounds to heal and attempt to intimidate foes into accepting a truce, perhaps bargaining the release of the soul of a fallen foe.
Death giants haunt cyclopean ruins deep in the wilds of Xen’drik, surrounded by the shattered remains of a once-proud civilization of giants brought to ruin by dragons and their own hubris. A few death giants have found their way to other continents, such as Argonnessen and Khorvaire, although their hatred of other creatures demands that they live in isolation. At least two death giants—a pair of sisters named Arakajda and Behkorr—prowl the Mournland searching for souls to steal. In an Eberron campaign, the souls of death giants are bound to the plane of Mabar, the Endless Night. Some death giants aim to release their souls from the dark grasp of Mabar, allowing them passage to Dolurrh, the Realm of the Dead, when the end comes.
Ash giants (as death giants were once known) lived among the humans of Netheril. When the Netherese empire crumbled in the wake of the phaerimm onslaught, the ash giants surrendered their immortal souls to some great power to ensure their own survival, forsaking their human allies. What used to be Netheril survives in the present day as the great desert of Anauroch, and death giants inhabit various ancient Netherese ruins.
Source: Monster Manual III, page 54.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Eldritch Giant⬇️ Huge Giant |
Eldritch Giant Confessor, 11th-level Cleric⬇️ Huge Giant |
|
|---|---|---|
| Hit Dice: | 25d8+255 (337 hp) | 25d8+274 plus 11d8+122 (557 hp) |
| Initiative: | +1 | +1 |
| Speed: | 35 ft. (7 squares) in full plate armor; base speed 50 ft. | 35 ft. (7 squares) in full plate armor; base speed 50 ft. |
| Armor Class: | 32 (−2 size, +1 Dex, +13 natural, +8 full plate, +2 heavy steel shield), touch 9, flat-footed 31 | 34 (−2 size, +1 Dex, +13 natural, +9 +1 full plate, +3 +2 light steel shield), touch 9, flat-footed 33 |
| Base Attack/Grapple: | +18/+42 | +26/+51 |
| Attack: | Bastard sword +33 melee (3d8+16/19–20) | Bastard sword +42 melee (3d8+16/17–20) |
| Full Attack: | Bastard sword +33/+28/+23/+18 melee (3d8+16/19–20) | Bastard sword +42/+37/+32/+27 melee (3d8+16/17–20) |
| Space/Reach: | 15 ft./15 ft. | 15 ft./15 ft. |
| Special Attacks: | Spell-like abilities | Rebuke undead 3/day (+4, 2d6+2, 11th), spells, spell-like abilities |
| Special Qualities: | Eldritch mastery, low-light vision, natural willpower | Eldritch mastery, low-light vision, natural willpower |
| Saves: | Fort +23, Ref +9, Will +19 | Fort +32, Ref +11, Will +30 |
| Abilities: | Str 42, Dex 12, Con 28, Int 18, Wis 16, Cha 12 | Str 44, Dex 10, Con 32, Int 18, Wis 24, Cha 15 |
| Skills: | Concentration +37, Diplomacy +3, Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +21, Sense Motive +31, Spellcraft +34, Spot +21 | Concentration +49, Diplomacy +4, Knowledge (arcana) +42, Knowledge (the planes) +24, Knowledge (religion) +24, Listen +24, Sense Motive +45, Spellcraft +44, Spot +30 |
| Feats: | Cleave, Empower Spell-Like Ability (magic missile), Exotic Weapon Proficiency (bastard sword), Great Cleave, Iron Will, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (dimension door), Weapon Focus (bastard sword) | Cleave, Empower Spell-Like Ability (magic missile), Exotic Weapon Proficiency (bastard sword), Great Cleave, Improved Bull Rush, Improved Critical (bastard sword), Improved Overrun, Iron Will, Power Attack, Quicken Spell, Quicken Spell-Like Ability (greater dispel magic), Quicken Spell-Like Ability (dimension door), Weapon Focus (bastard sword) |
| Environment: | Temperate mountains | Temperate mountains |
| Organization: | Solitary or family (2–4 plus 35% noncombatants plus 1 wizard or cleric of 7th–10th level plus 1–2 greater earth elementals) | Solitary or family (1 plus 2–4 plus 35% noncombatants plus 1–2 greater earth elementals) |
| Challenge Rating: | 15 | 20 |
| Treasure: | Standard coins; double goods; standard items | Standard coins; double goods; standard items plus +1 full plate and +2 light steel shield |
| Alignment: | Usually neutral evil | Neutral evil |
| Advancement: | By character class ♊ | By character class ♊ |
| Level Adjustment: | — | — |
This giant resembles a well-formed human of enormous proportions. Its skin is tinged with a faint purple hue, and strange arcane symbols are tattooed onto nearly every inch of its flesh. It has light hair and eyes that seem to change color from blue to green to violet.
Eldritch giants are powerful scions of arcane lore. Ancient creatures fallen from what was once great power, eldritch giants spend countless years seeking out fragments of arcane knowledge. Although they are selfish and cruel, eldritch giants are smart enough to bargain fairly when they must and perceptive enough to know that open conflict distracts them from their studies.
Eldritch giants hate storm giants, although they are typically too involved in their pursuit of magical power to bother with fighting other creatures.
An adult eldritch giant is 25 feet tall and weighs about 13,000 pounds. Eldritch giants have incredible life spans and can live to be more than 3,000 years old.
Eldritch giants speak Abyssal, Common, Giant, and Terran.
An eldritch giant uses its spelllike abilities to strip opponents of their magical enhancements before entering melee combat. Although its size forces it to fight in relatively open environments, an eldritch giant’s ability to use dimension door makes it capable of devastating hit-and-run tactics.
Spell-Like Abilities: At will—detect magic, greater dispel magic, magic missile; 3/day—dimension door, globe of invulnerability. Caster level 20th.
Eldritch Mastery (Su): An eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It can use spell completion items (such as scrolls) as if it had the wizard’s class spell list and were of the appropriate level to cast the spell. It can use spell trigger items (such as wands and staffs) as if it had the wizard’s class spell list.
Natural Willpower (Ex): Unlike most giants, eldritch giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Eldritch giants have a +6 racial bonus on Will saves.
An eldritch giant is most effective as a melee combatant, but it benefits greatly from spending a few rounds using its spell-like abilities to strip away the magic effects of its foes.
Prior to Combat: Scout foes with detect magic and activate globe of invulnerability.
Round 1: Use a quickened greater dispel magic on the foe with the most magical auras and charge the nearest foe. If unable to close, instead use an empowered magic missile followed by a quickened dimension door to get close to a spellcasting opponent.
Round 2: Continue melee combat, using quickened greater dispel magic to strip foes of their magical enhancements.
Round 3: If no foes are within melee reach, use empowered magic missile or dimension door to attack elusive opponents.
Round 4: If the foes are still mounting a credible threat, retreat using dimension door. Otherwise, alternate intelligent use of spells with full attacks.
Schemers and manipulators even among their own people, eldritch giant confessors have chosen the path of divine magic rather than a direct study of arcane power. These giants pull together others of their kind through deceit, manipulation, and bullying. Eldritch giant confessors believe in the divinity of magic itself, justifying their cruel actions with a philosophy that proclaims that whatever you can accomplish through magic is morally correct.
The eldritch giant confessor presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 12, Dex 8, Con 14, Int 10, Wis 15, Cha 13.
Eldritch giant confessors herd lesser giants before them into battle. Although these cruel creatures have great confidence in their physical and magical abilities, they place little value in the lives of lesser creatures, even other eldritch giants. Eldritch giant confessors carefully enhance their own abilities with spells before and during a fight, especially favoring the use of quickened spells such as divine favor that enhance their physical combat abilities. They gain a +2 bonus on all turn/rebuke undead attempts due to their Knowledge (religion) skill.
Typical Cleric Spells Prepared (6/8/7/6/5/4/3): 0—detect magic (2), light (2), read magic (2); 1st—bless, cure light wounds (3), divine favor, inflict light wounds* (+32 melee touch; DC 18), shield of faith (2); 2nd—bear’s endurance, bull’s strength, cure moderate wounds (2), hold person (2), shatter* (DC 19); 3rd—cure serious wounds (DC 20) (2), daylight, dispel magic*, invisibility purge, protection from energy; 4th—cure critical wounds (2), discern lies (DC 21), divine power, inflict critical wounds* (+32 melee touch; DC 21); 5th—Quickened divine favor, flame strike (DC 22) (2), mass inflict light wounds* (+32 melee touch; DC 22); 6th—heal (2), harm* (DC 23).
Eldritch giants dwell in isolated mountaintop towers or in deep caverns near wellsprings of arcane power. They are greatly interested in arcane magic, and they spend much of their time researching spells, searching for lost items of power, or crafting magic items of their own creation. Only a few eldritch giants typically dwell in the same place, drawn together by shared interest in specialized or esoteric knowledge about one facet of arcane magic. Groups of eldritch giants rarely live close to others of their kind, driven to remote regions to look for fragments of lost lore or for other strange purposes. On rare occasions, eldritch giants will seek out civilized lands in order to buy large quantities of raw materials such as paper, ink, and the rare materials used to create magic items.
Source: Monster Manual III, page 56.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Sand Giant ⬇️ Large Giant (Earth, Fire) |
Sand Giant Champion, 5th-Level Fighter⬇️ Large Giant (Earth, Fire) |
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|---|---|---|
| Hit Dice: | 15d8+75 (142 hp) | 15d8+105 plus 5d10+35 (234 hp) |
| Initiative: | +5 | +4 |
| Speed: | 40 ft. (8 squares), burrow 10 ft. | 40 ft. (8 squares), burrow 10 ft. |
| Armor Class: | 28 (−1 size, +5 Dex, +11 natural, +3 masterwork studded leather), touch 14, flat-footed 23 | 28 (−1 size, +4 Dex, +11 natural, +4 masterwork chain shirt), touch 13, flat-footed 24 |
| Base Attack/Grapple: | +11/+23 | +16/+30 |
| Attack: | Scimitar +19 melee (1d8+8/15–20); or sand blaster | Scimitar +27 melee (1d8+13/15–20); or sand blaster |
| Full Attack: | Scimitar +19/+14/+9 melee (1d8+8/15–20); or sand blaster | Scimitar +27/+22/+17/+12 melee (1d8+13/15–20); or sand blaster |
| Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft. |
| Special Attacks: | Sand blaster (DC 22), spell-like abilities | Sand blaster (DC 25), spell-like abilities |
| Special Qualities: | Heat shimmer, immunity to fire, low-light vision, vulnerability to cold | Heat shimmer, immunity to fire, low-light vision, vulnerability to cold |
| Saves: | Fort +14, Ref +12, Will +10 | Fort +21, Ref +10, Will +10 |
| Abilities: | Str 27, Dex 21, Con 21, Int 10, Wis 16, Cha 12 | Str 32, Dex 18, Con 24, Int 10, Wis 19, Cha 14 |
| Skills: | Hide +1, Knowledge (nature) +11, Listen +12, Spot +12, Survival +12 (+14 in aboveground natural environments); racial bonuses | Climb +29, Hide −1, Knowledge (nature) +11, Listen +10, Spot +10, Survival +10 (+11 in aboveground natural environments); racial bonuses |
| Feats: | Cleave, Improved Critical (scimitar), Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (scimitar) | Cleave, Dodge, Improved Critical (scimitar), Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar) |
| Environment: | Warm deserts | Warm deserts |
| Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants), settlement (10–40 plus 1 monarch and 3–4 fighters | Solitary, gang (2–5), settlement (3–4 plus 10–40 sand giants plus 1 monarch) |
| Challenge Rating: | 10 | 15 |
| Treasure: | Standard | Standard |
| Alignment: | Usually lawful neutral | Usually lawful neutral |
| Advancement: | By character class ♊ | By character class ♊ |
| Level Adjustment: | +4 | +4 |
Sand Giant • Sand Giant Champion
This dark-skinned giant looks like an oversized, muscular human with tan hair and eyes.
Disciplined and cautious, sand giants are respected, honorable desert-dwellers.
A sand giant’s hair can be black, brown, tan, or blond, and its eyes usually match its hair color. Its skin ranges from a deep chocolate brown to pale beige.
Sand giants prefer loose, light garments in colors that harmonize with their desert landscape, such as sandy beige, white, dusty red, and khaki. They avoid wearing bulky or metal armor, preferring leather or studded leather in the hot desert.
An adult male is about 12 feet tall and weighs about 2,000 pounds. Females are slightly larger and heavier, but otherwise identical with males. Sand giants can live to be 250 years old.
Sand giants speak Common and Giant.
A sand giant usually prepares for combat by digging into the sand and hiding to lure its opponents in close, readying its sand blaster to spray its enemies. In close com bat, a sand giant wields its mighty scimitar.
Sand Blaster: A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex half; the DC is listed after this ability in the statistics block Special Attacks row). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube.) A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action. A sand blaster costs 30 gp.
Spell-Like Abilities: 1/day—meld into stone, statue. Caster level 15th.
Heat Shimmer (Su): At will as a free action, a sand giant can create a shimmering effect around itself that functions like a blur spell, caster level 15th.
Skills: A sand giant gains a +8 racial bonus on Hide checks and Survival checks in deserts.
A sand giant champion’s additional fighting skill gives it a significant edge and makes it a formidable opponent. Such trained warriors often serve the monarch as his or her personal guard.
The sand giant champion presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 15, Dex 8, Con 14, Int 10, Wis 13, Cha 12.
A sand giant champion attacks with great skill and optimizes its tactics. It uses its Spring Attack to selectively attack opponents, maneuvering to its advantage. It uses Power Attack judiciously against opponents with a lower Armor Class.
Sand giants live in stable communities in the desert. Their lives revolve around ordered discipline. Their desert dwellings exhibit careful organization and a layout that emphasizes defensibility. They often build into the side of a mesa or in some other geographically sheltered area.
Sand giant leadership originates from a hereditary monarchy. The next king or queen is the first-born child of the present monarch. A complicated line of succession based on blood relations and birth order dictates the order of the heirs beyond the first.
Most sand giant communities are isolated in the desert, but the giants are by no means isolationists. They usually conduct profitable trades with caravans and travelers. Occasionally, a sand giant will act as a guide for travelers in the harsh desert.
Logical and lawful, sand giants have a complex society that interrelates well with humanoids.
Sand giant characters have the following racial traits.
Sand giants inhabit the vast desert on the continent of Xen’drik. Although sand giant clans generally lead nomadic lives, a few clans maintain permanent dwellings carved into towering spires of sand-sculpted rock that thrust up from the desert wasteland.
Sand giants once roamed all of southern Faerûn, as far west as the Calim Desert and as far east as Raurin and the Plains of Purple Dust. The largest settlements of sand giants can be found in Raurin, near the Giant’s Belt. The sand giants must periodically defend themselves against incursions by eldritch giants and their enslaved goblinoid minions.
Source: Monster Manual III, page 58.