The
Slayer's Guide
Co
Giancs
Jan Sturrock
Contents Credits
Editor
2 Introduction Matthew Sprange
. oo Line Developer
7 The Physiology of Giants Paul Tucker
12 Giant Races
30 Giant Kings Cover Art
3. Eabline Chris Quilliams
56 Giant Society Interior Mlustrations
73 Methods of Warfare Danilo Moretti, Alejandro Villen, Tony
92 Jack the Giant-Killer Parker, Rich Longmore, Drew Langston
99 Giants’ Bags Production Manager
104 The Ice King’s Bride ‘Alexander Fennell
112. Appendix I: Giant Names Praohdtenting
113 Appendix Il: Giant Quick ‘Andrew Wilson
Reference
128 OGL/D20 Licences sects
Steve Mulhern
Open Game Content & Copyright Information
The Slayers Guide to ints n102003 Mongoose Publishing All sighs eserved:Reprodustion of on-Open Game Content ofthis wrk
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‘Open Game and D20 Licences. See pages 128 forthe text of thess licences. All ex paragraphs and ables containing game meshanict
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the Mongoose Publishing website at www mongoosepublis
we
ng.com for regular updatesINTRODUCTION
INTRODUCTION,
lod re cnr
[erie ry ce
tity en didlo et
amr ap enfevy igre ere ih
‘toes eons Ames gegen o
trprc att es gs el
rune yy with spar roan he fn
hth wc Such cone ncn be
soy igre pricy tw pe es
sora matin it
‘Giants are often first encountered singly ot in small Family
groups, cither menacing a local community ot preying
fon travellers through mountainous country. At higher
levels they may be found in larger tribes, often working
with lesser creatures such as ettins, trolls and even lowly
ores along with the occasional powerful enemy such
asa dragon. With almost as much versaility asthe
typical humanoid creature, most giant races are capable
of advancing in character classes, and whether simple
barbarians to capitalise on ther obvious strengths or more
dangerous classes such as the much-feared giant sorcerers,
depts, and clerics, these advanced giants can provide a
serious boost to the challenge set by any giant encounter
This present volume comprises knowledge drawn from
scholarly studies alongside tactics and survival tips offered
by adventurers who have tangled with giants and lived
to tl the tale, Games Masters will learn many intricate
details about giant life and culture, enabling them to make
truly memorable encounters with this race for their players,
hile the players themselves may lear a fact oF two that
might just save the lives oftheir characters.
THE SLAYER’S GUIDES
This series of supplements, designed for use inal fantasy
based 20 game systems, takes an exhaustive look at
specific monster races thoroughly detailing ther beliefs
society, and method of warfare. Typically, these will be
races all but ignored by Games Masters and players alike
who view them as litle better than cannon fodder
GIANTS — CRUDE
DESTROYERS
Each Slayers Guide features a single race or closely
related group of races, in ths case giants. You wll ind
‘etailed infomation on giant physiology, habitat, and
society, pving you a fundamental level of understanding
on how this race exist and interacts wit the rest ofthe
work Players ean lear the types of combat tacts glamts
are likely to employ agains ther characters and Games
“Masters are given guidelines on how to introduce giants
int their existing campaigns, and will also benefit fom
‘material demonstrating how to portray these creatures
to the player. Several new giant races can change the
expectations of any encounter. s do the new giant feats
that alter the standard pant int something even more
tetifjng. Scenario hooks and more information on gan
bags round out the portrayal ofthis dangerous fo. Finally,
a complete adventure, The Fie Giant's Bride, is presented
to offer more ofan insight into giant culture and lars
‘There is more to giants than fist meets the eye. After
reading the Slaye's Guide to Giants, you may never view
these monsters in quite the same way againINTRODUCTION
“Phileas, Phileas! Pack your bags I've got us another assignment!”
Brandlo came rushing into the room, breathless with excitement, as usual. Tas napping afer alight mid-morning snack of
pork pie, cheese, cream cake and a large cup of chocolate melted into frothy warm goats milk.
“Where've you been, Brando? You missed second breakfast. 1 ordered for you, but when you never showed I had to eat it oF
‘would have spoiled” Ibelched quietly. I worry about Brandlo, I sometimes think be is less than a full-blooded halfling. I
swear he must have some gnome in him somewhere.
“Never mind about that now” he blustered. “There's a fellow downstairs from this village five leagues away, He says his
‘people are being threatened by a mountain giant. Was ita mountain giant, ora giant as big as a mountain? Anyway, it's some
sort of giant and figured we could gt it with the old bird and cheese trick!”
He ran around stuffing his belongings into his knapsack; two clean shirts, spare breeches, leather waisteoat, tool-kt,
tinderbox, throwing daggers.
“What do you mean, the bird and cheese tick?”
“OK, he said, perching on the edge of his bed and picking up a lump of cheese from the remains of my elevenses. “Giants
are notoriously short-sighted, right? Well, we challenge this giant to a contest, First, we challenge him to squeeze water from.
stone. He squeezes a rock, we squeeze tho cheese.
He squeezed the cheese. It crumbled to bits. raised one eyebrow at him.
"So we use diferent cheese! Phileas, you're always so negative! Anyway, then we see who can throw a rock the highest
‘When he throws a rock, we throw a bird, Bird flies off and disappears forever. We win, giant goes away ina huf, village is
saved, we are heroes!”
“And where do we find this convenient bird?”
“Oh, you can conjure something, can’t you?”
‘Why do lever listen to him? We've been adventuring together for three years now, and nearly all the money we have made
‘on our travels has been spent on patching Brandlo together again afterwards. I could mention our completely botched venture
to capture the Green Hound of Budon, but | won't. ate nothing but boiled chickpeas for weeks after that. Brandlo, needless
to say, has no recollection of the affair, and insists he was visiting his wealthy and very eccentric Aunt Philandea for the
‘whole time.
‘The midday sun saw us hitching a ride on an ox-cart heeding Fast, towards Brown Knowl, where this Hill Giant, or whatever,
‘was being a nuisance. The old man from the tavem who had hired Brandlo travelled with us.
"So (ell me more about this giant, I said, by way of conversation. “How big did you say it was?”
“Its huge!” exclaimed the old man, “Ten miles high at least!”
“Ten miles, you say”” [frowned at Brandlo. He shook his head dismissively. The old man must be exaggerating.
“Ivarrived last Thursday’ the old fellow continued, ‘and beyan demanding maidens in sacrifice. My daughter is the only
yung woman in our village who, erm, fits his requirements, and he says he will squash us all flat by tea-time today if he
tannot have her’
“Tunderstand your predicament, sir’ I sad,
“T don't mean to sound ungrateful he went on, ‘But aren't the two of you a litle short for Giant-Killers?”
“Nonsense!” interjected Brandlo, ‘Halfings make perfect Giant-Killers! We are used to fighting creatures so much larger
ham ourselves. What is a few extra feet?"
“Indeed: muttered the old man,GIANT LORE
GIANT LORE
vith my ft rae epic
A titans inser
iw henge Gorey
ren cheapo ope te
trod ond wT ape oes
‘Sev thon tran yi loving Cane
Mutu patna ns Spdng e
ocho Tisch il xine ac be
This chapter can also be used ifthe Games Master's world
has any cultures roughly based on real-world ones, He ean
easily define certain areas as being home to very specific
lant races, so that any Viking-analogue races i his game-
‘world can border on the lands ofthe fost, ime and fire
Biamts, whereas his anakim and nephilim hold great tracts
of land near to desert regions. Specific literary or folkloric
sources ar listed where relevant, so thatthe Games Master
‘ean easily plunder them for his own games, perhaps
creating myths for his game-world that echo the myths of |
various earthly cultures.
[Note that this chapter also introduces certain new
siant types fr the fist time. Full game statistics and
descriptions of the new giant races can be found in the
Giant Races chapter.
HILL GIANTS, LAND
GIANTS AND MOUNTAIN
GIANTS
‘These are the generic big, ugly, thick-witted giants
‘of medieval and later European folklore, whose main
‘Purposes in life seem to be ravaging the countryside,
{estroying towns, and being killed by the easy trickery of
‘human boys and other heroes. They often quarrel amongst
‘themselves, and can be conned into so doing by simple
ticks such as ventriloquism (a technique made famous
in modern times by Gandalf when dealing with the tolls
in The Hobbit, but derived from European giant folktales
such as The Valiant Tailor). Thus the deadliest enemies
‘ofthis type of giant ae offen one another, since even their
{hick skulls eannot withstand repeated attacks from their
Fellows’ clubs,
Land giants are mentioned in both folklore and myth,
Many villages have tales of giants so huge thei strides
‘were six miles long or more. In Norse legend, the clay
‘lant Mokerkialfi was nine miles tall, and proved a tricky
foe for Thor's attendant, Thali, to defeat ina due
Breeding
tn ikea eh hn es hr ein
as though they reproduce by breeding with the Earth
Is Shc Sceocty Bn Mi a a
(ie noo na prolder en ppence
Tarlo mal. A fo arly the ad ges may
fain ove with moral women bach ver ty
cboma before bein. Te cosa! panned
{aia in phat lira Gat Gert ak
Sesser te Case sepa or
tnd,
‘When families of hill or mountain giants are depicted itis
‘offen as degenerate humans. This is common in Scottish
_myth, wth two famous savage cannibal families that were
also sometimes called giants being Sawney Bean and the
‘oerish family in the novel The Yellow Frigate.
FIRE, FROST AND RIME
GIANTS
‘These savage and dangerous foes are not just firmly based
‘on Norse mythology, they form the very core of much of
that mythology, which revolves almost entirely around the
epic battles between the gods and giants.
Rime and Frost Giants
Frost and rime giants are primal forces, representing ice,
snow, hail and winter, which in northern lands are the
‘main killers, A child or elderly person died of exposure
‘or simply froze to death, andthe frost giants were blamed
(Oda-looking ice formations, caused by melting and re-
freezing, might resemble figures and be named rime giants
‘Rime giants as well as being simply tougher, scarier
versions of frost giants, also had a role in the beginning
‘ofthe world. Inthe Norse creation myth, a primal rime
sian, Yi, was the fist lving eeature on Midgard, the
{equivalent ofthe material plane in d20 System tems.
‘Ymir was slain by the god Odhinn and his brothers Vili and
‘e,all three of whom were also descended from an ancient
frost giantess, Bestl, as well asa divine being called
Buri, Ymir's blood washed away all the frost and rime
giants save fora smal, select few (which has echoes of
the Babylonian and Judaic flood mythology ~ sce the entry
later in this chapter on anakim and nephilim.
“Ymir’s corpse was so huge thatthe three gods chopped it
‘up and used it to make the continents ofthe world, Giants
@GIANT LORE
ofthis incredible size are perhaps better covered hy the
land giant race in game terms, though its made clear in
the tales that Ymir was the first ofthe rime giants,
“Ymir's descendants were the frost and rime giants, though
itmight also be considered that al the giant races save
the fre giants descend fom Ymir. Yiir's brood soon
‘multiplied once more after the cataclysmic flood, setting
i the far northern region ofthe world in a land known
4s Jotunheim, literally “Home of the Giants’ From here
they regulary raided the lands of men and journeyed forth
to atempt various schemes against the gods. Physically
‘more powerful than most gods, the giants were kept in
check only by the god Thor and his magic hammer. Thor
was stronger even than the giants, du to being part giant
himself indeed, his name is related tothe word thurs,
which means “giant”
Fire Giants
ie giants are even worse than their cold-spected
|, cousins, being almost demons atc than earthly
rT creatures, Their place in the myths is to wait on the
(erred ofthe wnt beyond even Joti,
\ Sst ey fort cet tha ead
(to Ragnarok, the end of the world, when they can
sweep forth ogo to war with the gods a ast
Hiall-Giants
Half-giants are quite prominent in Norse mythology,
With even deities often mating with giants to produce
particularly powerful offspring. The goddess Gefjon is a
classic case ~ she took the form of an ox and mated with a
nt to give birth to four supemnaturally large and mighty
‘oxen, which she later used 0 claim a vast tract of Sweden
as the fulfilment of a bargain. ‘The deal was that in return
for pleasuring the King of Sweden, she could take as
much land as she might plough ina day. By using these
astonishingly strong ox-sons to pull her plough, she was
able to stake a claim on the entire island of Zealand, which
at that time was part of Sweden, and tow it away to sea
FOMORIANS
‘Mentioned several times inthe Irish Baok of Invasions,
the fomorians are classi giants that are probably another
of the sources forthe later folk-talegiamts, being brtish
ly and stupid. They area necessary foi for the reat
Irish heroes, a personification of pure evil and tyranny with
‘whom the bards and their audiences had no sympathy
Balor one of the legendary fomorian kings, was suid
to have one baleful eye that killed his enemies from a
distance, like a bolt of lightning. All fomorian kings
‘were noted for their eruelty and punishing, domineering
nature, More and Conan, two kings who reigned together
‘over the fomorians in an ealier age than Balor, led their
forces to conquer all of Ireland and then taxed two-thirds
‘of all the milk and two-thirds of ll the children produced
by the humans living there. The humans final
up in desperate rebellion and thtew off the evil yoke of
their conquerors, very nearly dying out themselves inthe
process,
‘Another fomorian king, Cenchos the Footless,
was atypical example ofthe deformed
omorian race, Unlike the lsh of myth, who
required their kings to be physically perfect, the
fomorians seemed to revel in having kings even
‘more freakish and misshapen than the rest of them.
Fora somewhat different 420 System interpretation
‘of the fomorians, see the Sldine RPG of Ceti
Heroes, also from Mongoose Publishing
ANAKIM, NEPHILIM, AND
SPIRIT NEPHILIM
Bak these ce pint aces at al derived rom Middle Easter
‘mythology, with Judaic, Egyptian, Canaanite, Phoenician,
@GIANT LORE
Ammonite and Babylonian legends having tales of mighty
and often noble giants. At one time it was sai the whole
‘of Canaan was occupied with savage giants,
Neghilim
In some versions ofthe myth, the nephilim were the sons
of god, semi-divine manlike creatures of great stature,
‘tid to be ‘the heroes of old” They found human women
highly atractive and mated with them, both by rape and by
marriage, until a great many crossbreeds resulted, These
‘were the anakim,
In other versions, the nephilim themselves were the
result of cross-breeding between the sons of god and the
daughters of man. In either case, their mame means “the
fallen’ and so they are sometimes equated with allen
‘angels, though given their clear place inthe material
orld rather than in Hel, itis clear they have not fallen
far Ithey are fallen angels, they might be equated with
later Christian Celtic faerie tradition, which indicates
‘thatthe elves or faeries are those angels who sided with
‘neither God nor Satan and were banished to earth for their
inability to make a decision,
Spirit Nephilim
‘The spr opm are the ghosts ofthe nepilim who
icin th fat great loo that i noted in both Jae
and Babylonian myth, The Babylonian version of hiss
sven in the Giant Races chapter as partof the description
ofthe spit nepilim. Inthe beter-nown Judai version,
the nop were destroyed fr thir "wickedness though
there ia hin that his wickedness may have been more to
do with hi breeding vith human women than anything
tise
Anakim
‘The anakim are firmly based on Judaic mythology, with
Goliath and King Og of Bashan being the wo most famous
‘members ofthat ace. The Isactites made many long wars
against the anakim, finally defeating them by killing all
ther heroes, then taking thei land to settle in. The Hebron
region where the anakim cities and tribes were most
concentrated was a highly fertile land, very much coveted
by the Ismactites. Pomegranates, figs and grapes were said
to grow to.an enormous size it for anakim mouths and
stomachs but aso highly appealing to humans looking
fora new place to farm. Judaic texts bear witness tothe
excellent defences ofthe anakim settlements, andthe high
ml
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GIANT RACES,
‘A luman-shaped creature of Large size could potentially
‘de this hal-giant as though it were an ordinary hrse,
using the Ride skill
Combat
‘This particular halfgiant attacks much as would any
‘other horse, usualy in conjunction with a powerful ride.
Against clearly evil foe, it will attempt a smite attack,
either with a hoof or trample,
‘Trample (Ex): This ha giant ean trample Medi
size or smaller creatures for 246+12 points of damage.
‘Opponents who do not make attacks of opportunity against
the half-gian can attempt a Reflex save (DC 23) 0 halve
the damage.
LAND GIANT
Colossal Giant
Hit Dice: 20048 +2,000+60 (3,960 hp)
Initiative: ~4 (Dex)
Speed: 5 miles*
AC: 98 (8 size, 4 Dex, +100 natural)
‘Attacks: Unarmed strike +182/+169/+164/+159 melee; or
rock +139/+126/+121/+116 ranged
Damage: Unarmed strike 34840; rock 3410-40
Space/Reach: 5 miles or more. (5,000 or more)5 miles or
smote. (5,000 or more)
Special Attacks: Rock Throwing, Stamp, Roar, Terror
Special Qualities: Rock Catching Visibility
Saves: Fort +112, Ref +62, Will +66
Abilities: Str90, Dex 2, Con 30, Int 10, Wis 11, Cha IS
Skills: Listen +82, Spot +126
Feats: Aleriness, Combat Reflexes, Fndurance, Toughness
320, Dichard, Great Fortitude, Improved Critical (unarmed
strike), Improved Critical (rock), Improved Unarmed
Strike, ron Will, Lightning Reflexes, Point Blank Shot, ar
‘Shot, Precise Shot, Power Attack, Cleave, Great Cleave,
Improved Bull Rush, Improved Sunder, Run, Skill Focus
‘spot, Skill Focus (listen), Weapon Focus (unarmed
strike), Weapon Focus (rock)
Amy land,
Solitary
90)
“Treasure: Sce below
ligament: Usually neutral
Advancement: 201-600 HD (Colossal)
‘These tray enormous creatures resemble far larger
versions of both mountain giants and stone giants, with
thick, rocky skin and internal organs that seem to be made
from massive precious gems and metals. Their features
ae savage and primeval, like those of mountain giants.
“Most go naked, due to the dificulty of finding any form
of covering large enough, though when just awoken they
will still usually have at least a litle soil and even foliage
clinging to them,
Land giants are said to be the ultimate ancestors of both
‘mountain giants and hill piants, in the days when giants
really were giant, The smallest are around ten miles high,
right, and the largest several hundred, Their weight
{s toll intents and purposes incalculable, but somehow
their feet do not sink into the earth, so perhaps itis not
‘0 great as might be imagined given their obvious bulk
and apparently solid nature, Land giants ate often said to
be immoral, though infact their lifespan is many tens of
thousands of years,
In this late era ofthe world, the surviving land giants are
‘almost entirely dormant. They began to fall asleep many
thousands of years ago, lying wherever they happened to
‘be. Over the centuries they were gradually covered over
‘with earth and rocks, and today are usually mistaken for
islands or even small continents,
“Today the most common reason fora land giant to become
roused is unwise delvings and diggings on the part of
“dwarves or other ereatures, who occasionally begin
mining’ a stil-living land giant's body, not realising what
they have discovered. Only when the land giant rises up
and begins devastating the surrounding countryside does it
‘become clear quite why that particular area had such a rich
seam of gems and gold
One of the most notable psychological features of land
‘lant i that they Frequently fll madly, obsessively in
Jove with smaller humanoids, such as mortal humans oF
‘even gods. Such passions are almost invariably doomed
to disaster, but are occasionally exploited by a land giant's
‘enemy. In most cases the land giant captures the object of
its love and destroys it in the process, by erusing it with
‘ahug or other attempt to demonstrate its affection. A bit
of fas talk can often convince the and giant that the only
honourable and poetic course of action for it after such a
tragedy is suicide. Altemativey, ifthe land giant is able
to restrain any desire for immediate physical contact, it
‘may be possible forthe object ofits affections to demand.
“proof” of love that will kill or at least greatly weaken the
sant, See the Jack the Giant Killer chapter (p92) for more
‘ideas along the same lines
Unlike almost all smaller giant, land giants ae rarely
found with a bag, both due to ther tendency to have
just awoken when encountered and the simple near
impossibility of fashioning a bag large enough to be
w@GIANT RACES,
useful to a creature ten mils tall Other than the value of
its own body (see below, any treasures or other objects
gained from slaying a land giant are mos likely tobe the
possessions of those who have fled the area or been killed
by the giant, though these possessions are likely settered
‘over several miles and quite possibly squashed fa
‘Note that although a land giants size is listed as Colossal
and indeed is treated as Colossal for most purposes, due
{oits truly enormous stature and proportions its reach and
the amount of space it takes up are far larger than for most
Colossal creatures
Advanced Land Giants
For every fll 10 hit dice a land giant advances, it grows in
height by 1d6 miles, and its Strength increases by +2. As it
rows, its reach, thrown rock range inerement, and several
‘other game statistics increase as follows:
Speed= % total height
Space = Ys total height
Reach = total height
‘Thrown Rock Range Increment
fotal height (multiplied
by 1.5 as usual for Far Shot)
Roar Range ~ 1/10 total height
‘Stamp Area of Effect ~ 1/20 total height x 1/40 total height
Total height x10
Visibility Distance
stony, dozens-of-yards-
thick skin to shrug off most attacks. Kicking, slapping
and stamping, a land giant can overcome most opponents
within ts enormous reach. Against any who escape, or
against very lange targets such as castles or cities, land
giants prefer to stand off several miles away and hurl
{enormous rocks. A thrown rock froma land giant has
‘range inerement of 10 miles, though this is usually
{increased 10 15 mils for the Far Shot feat,
Roar (Ex): The volume ofan angry land giant's roar can
be astonishing, with sufficient noise being c
or even kill creatures unused tothe effects. The giant may
roar once per round, instead of making any other attacks,
All creatures within | mile must make Fortitude saving
throws (DC 120) or be dealt 4410 damage, stunned for a
‘number of rounds equal tthe points of damage sustained,
to stunGIANT RACES
‘and deafened for a number of minutes equal to the points
‘of damage sustained. A creature which successfully saves
takes only half damage and is unaffected by the stun,
Stamp (Ex): Once per round, instead of making any other
attacks, a land giant may stamp. A stamp from a land giant
{isan area attack which affects all creatures and objects
within aS mile by & mile area. They must make Reflex
saving throws (DC 140) or be dealt 2042040 damage,
“Terror (Ex): The sheer size ofa land giant is utterly
terrifying to more normal-sized creatures. Any creature of |
less than Colossal size which sees land giant must make
Will saving throw (DC 110) or become panicked for 206
rounds. A creature which succeeds on its saving throw is
immune to that particular land giant’ Tetror special attack
forthe remainder of the day. A. creature which fails to save
will gradually become habituated tothe size and scale of
the giant, and ifafter recovering he looks atthe land giant
‘once more and again fails his saving throw he will only be
shaken, rather than panicked
Visibility (Bx): Ignore the usual rules for spotting and
‘encounter distance when dealing with an upright land
giant. Any non-prone land giant ean be seen from a
distance of 100 miles, and can see a similar distance,
Skills: A land giant's incredible height advantage and
sharp senses combine to ive ita +30 racial bonus to all
Spot checks
Land Giant Sociely
‘Today land giants are so scarce that they do not even,
have a society. Even in the days when the gods walked
{he earth and land giants were more common, they rarely
showed interest in others oftheir kind. They seem to be
extraordinarily long-lived, and theit enormous size and
foughness renders them almost invulnerable to swords and
‘other weapons to. For this reason they seem to have litle
inthe way of reproductive urges usually the basis of most
society (this i regarded asa good thing by those morals
and other beings on whom land giants occasionally fixate),
Land Giant Hoards
A land giant's body resembles a vast chunk of roc, taller
than the tallest mountains and filed with precious gems
and metals, However, its no easier to extract this king's
ransom of treasure than t would be to mine forthe stuf?
inthe earth. The only factor that land giant miners will
not need to contend with, at leas to begin with is other
ielligent life infesting their tunnels. Even the, if mining
ittakes years and even centuries as is likely, creatures of
every sort may burtow up into the giant's corpse from
beneath
From an adventurer’s perspective, digging away at mines
is unlikely o prove an attractive way of life, though if an
imerested dvarf clan or other group of dedicated miners
could be found, the mining rights toa land giant corpse
would be worth something along the lines of 10d10 million
gold pieces, This assumes that is slayers are powerful
enough, or sufficiently well connected, to protect their own
claim on the giants corpse against rival claimants such
a local and national governments, or former owners of
squashed farmland
MOUNTAIN GIANT
Huge Giant
2548178 (290 hp)
Initiative: -2 (Dex)
Speed: 40 ft. (hide), base 50
AC: 25 (2 size, -2 Dex, +15 natural, 4 thick hide)
Attacks: Greatclub +32/+27/422/+17; of rock +15/+10/
45/40
Damage: Greatclub 248+24; rock 24816
Space/Reach: 15 8 (3/15 1. 3)
Special Attacks: Rock Throwing
Special Qualities: Rock Catching
Saves: Fort #21, Ref #6, Will 46
Abilities: Ste43, Dex 6, Con 25, Int 5, Wis 6,
cha 13
Skills; Climb +24, Jump +16, Spot +14
Feats: Power Attack, Cleave, Great Cleave, Sunder,
‘Combat Reflexes, Aleriness, Toughness
Climate/Terrain: Any mountains and underground
Organisation: Solitary, pair, or family (2-4 plus $0% non-
combatants)
Challenge Rating: 21
‘Treasure: Standart
Alignment: Usually chaotic evil
‘Advancement: By character cass
Mountain giants closely resemble hill giants, but are far
larger. If anything they are even stockier of build and more
apelike in proportion than their smaller cousins. Ther hair
is usually dark and shaggy, and their features crude, rugged
sand bulbous, wit sloping foreheads, protruding eyebrow
ridges and great ham-lke fists. They dess in many layers
of extremely thick hides, which are usually le untanned
and replaced periodically once they rot completly
“Mountain giants seem to be ravenously hungry all the
time, eating vast quantities of mountain goats oF other
wild herbivores when they cannot get their ands on their
preferred food, human travellers,
@GIANT RACES
Mountain giants average some 30 feet tall and $0,000 to
60,000 pounds weight. They can live considerably longer
‘han their ill giant cousins, upto 300 years,
(Other than their size and primitive appearance, moun
giants’ primary notable characteristic is their inordinate
stupidity. Whether due to many generations of strength
‘making them unsuited to solving any problem that cannot
be dealt with by afew blows of a great tree-trunk club, oF
simple laziness, mountain giants ae even less willing and
able to think than most other giants ~ even hill giants. One
‘of the reasons they are so seaee is that they are such easy
prey for anyone with even a few more wits than the norm
‘many a clever child has outhought a mountain giant,
usual fo the point of causing
laters death
Many mountain giants carry bags, holding around 246
rocks and d-4 mundane items plus the giant’ personal
\woalth, though those who live in family groups ma
‘much oftheir wealth in the home cave or other lair
we
Combat
“Mouniin giants are somewhat cowardly and prefer
to avoid combat if outnumbered. Self-preservation
is important to them, and they have atleast some
Undetstanding oftheir own stupidity in comparison
to that most cunning of foes, mankind, For this
reason a mountain giant or family will prey on
Tone travellers or groups of two or three, but will
rarely make a deliberate attack on such a potentially
formidable foe as a party of adventures. Their
cavernous underground lars though will usually be
protected with mighty barriers and provided with
large caches of throwing rocks for easy defence
Rocks thrown by mountain giants have a rang
to their long years of exper
lambering up and down their rocky homes,
Mountain Giant Sociely
fay ep Sag MASE Sig a
tui, plaineo ter serous os. Aos all
lve in some sot of xv, hh fora ew hs may
belie more hans ock overang, They exit
the lac ia fashion, bushacking lonely
tel and eng te evidence, Occasionally hey
wile service wth an evi oer, ong the
reiement fo combat minimal
Meuntain Giant Characters
Mountain giants are most often warriors, their favoured
class. A significant minority are barbarians, rogues or
rangers, using their stealth to ambush ther favourite
eligent prey, despite the fat that their size i a
serious disadvantage in this regard. Mountain giants are
generally very non-spritual, preferring the most pr
superstition to any organised form of worship. Despite
this, around one in fifty is an adept, cleric or occasional
sorcerer. Mountain giant clerics may select two ofthe
following domains: Chaos, Evil, and Trickery.
NEPHILIM
Large Giant
Hit Dice: 84824 (60 hp)
Initiative: +4 (Dex)
Speed: 30 (chainmail, base 40 8,
AC: 23 (-1 size, +2 Dex, 12 large wooden shield,GIANT RACES,
natural, +5 ehainmail)
Attacks: Longsword +10/+5 melee; o
longbow (+5) 110/45
Damage: Longswond 2d6+5; mighty composite lnigbow
24645
Space/Reach: 10. (2/10 8.2)
Attacks: Rock Throwing, Spell-Like Abilities
Qualities: Rock Catching
For +6, Ref +6, Will 4
jehty composite
ha 17
Bluff +11 or Diplomacy +11, Listen +9, Spot +9
Combat Expertise, Dodge
ate/Terrain: Any warm land and underground
Organisation: Solitary, or family (2-4 plus
1-3 humans or elves), or tribe (41-50, plus 1-3 sorcerers of
3°46" eve, plus 1-4 greater nephlim including one 6-10"
level fighter leader, plus 25% chance of 3-12 humans or
elves)
Challenge Rating: 6
Treasure: No coins; double goods; double items
‘Alignment: Usually chaotic good or chaotic evil
Advancement: By character class
Legend has i that the nephilim area people of divine,
‘magical origin. Some say they were the children of one of
the gods but fll from grac
is demonic. In any case, when
others that thie true ancestry
i ancestors came to the
‘material plane they turned their backs on gods and devils
alike. The only exceptions are the greater nephilim (see
below) who hearken back to their celestial or fiendish
origins,
[Nephiim stand 8 feet to 8 fet tll but are wiry of build,
with few weighing much more than 350 pounds, Their
facial features and skin, hair and eye colour vary as much
8s those of humans, but most have what has been described
288 lustrous, almost shining quality to ther skin anda
fiery light in their eyes. Nephilim are extremely long
lived, with some of them being aid to reach 1,000 years
ol.
The nephilim area people of extremes ~ strong
‘emotions, strong loyalties, strong beliefs.
Very few are content to st around and wait
{or something to happen to them. They go out
actively seeking adventure, and in the areas
they are encountered they will often find their
‘way to positions commanding hurnan armies
‘or leading human mercenary groups
Most are fighters, and while the equipment
Portrayed here is typical, they will purchase
or otherwise acquire for themselves the best
armour and weaponry available, They take &
delight in beauty, and so their wealth is almost
always in the form of jewellery, at objets, oF
masterwork and other fine-qualty weapons.
“Mundane objects willbe carted i large belt
pouches, or occasionally backpacks i need be.
Combat
Nephilim are expert tacticians and will use
whatever weapons and other advantages are
available to them. When they have decided
on war, they attack unconpromisingly,
rarely taking prisoners o showing mery in
battle. Though they will accept an honest and
complete surender, they will not usually be
willing to negotiate or parla within a combat,
and woe betide the foe that feigns surrender
‘only to later betray the nephilim, Nephilim are
courageous tothe pint of heroism and wil
have no hesitation infighting to the death i it
will achieve their ends, but they have no wishGIANT RACES,
to throw their lives away unnecessarily and will use the
‘Combat Expertise feat and defensive fighting if need be to
keep themselves alive against hard-hitting opponents. The
‘outsize composite longbow favoured by nephilim have a
range increment of 140 fet.
Nephilim occasionally make use of war chariots, though
they are not so famed for this as their anakim cousins. Full
{information on anakim and nephilim war chariots can be
‘ound on p76
SpellLike Abilities: 3/day: comprehend languages,
‘harm person; 2/day: daze monster, eagle splendour;
day: heroism, daylight, These abilities are asthe spells
cast by a [Okh-levelsoreeter (save DC 13 + spell level.
‘Skills: Nephilim ate excellent and persuasive public
speakers and gain a +8 racial bonus to all Diplomacy
‘checks. Certain nephilim of less honest character instead.
ain a +8 racial bonus to all Bluff checks, though mo
nephilim gains both bonuses.
Todlics Reund-by-Reund
[Nephilim feel no qualms about using their innate magical
powers to hit a hard and a fast as possible,
Round 0: Heroism.
Round I: Charm persom against the most powerful-
looking opponent if facing mors than three enemies, oF
daze monster if not. Alternatively, daylight if facing an
‘enemy likely to be badly affected by it
Round 2: Full attack in melee or ranged combat depending
‘on range either attacking the dazed opponent or attempting
to combine forces with the charmed opponent to lank
another character
Round 3; Full attack against an injured enemy.
Round 4: Repeat from round I, using a diferent spel-ike
ability ifthe initial one proved entirely ineffective,
Greater Nephilim
sav 0% pli i ce eats
foetirthein sala Tier n
‘be treated as half-celestial or half-fiend, respectively, by.
secs tn prorononpon fem Cae Rt
Sear en coommtedeeeeehe
Sion saris ep pire ugh er
peeps any rc aS gy ga
ep rane amie aed
In characte, greater nephilim are very much lke their
lesser counterparts though with still more extreme
personality traits if that is possible. Once their passions
are roused, they may dedicate their entire lives to achieving
particular goal or fulillin a prophecy.
Nephilim Secily
Many nel oer gether in tbe or ce unaly
fu hes bana comes int wakie wares of
tn dass Ragman beard os arrlgr at
Se uss eps. Thee Kc at sage
pore perpeminnrreyrertnts
imac ate tephlm ace sbove et do
tena fobunans fen hee fo human ave
berome doped by tube tag hs ae etd more
ie imetigen var pets han fl member he
te.
‘Tribes are usually not quite so spontaneous in their actions
as are the individval nephilim heroes and villains, but
‘occasionally a new idea, religion or quest wil still sweep
through an entire tribe or group of allied tribes, This
«can lead to great numbers of nephilim uprooting their
‘communities and travelling to the ends of the earth to Fulfil
their new destinies. Though such events are relatively rare,
they are usually world-changing when they do occur.
‘Many nephilim do not participate in nephilim society per
se, Their affection forthe “sons and daughters of men"
is well-known, and a great many interbreed with humans
‘or oceasionally elves. The offspring of these unions,
‘through some quirk of fate, are usually even larger than the
‘nephilim, and itis said thatthe anakim and other warm-
climate giants ae all descended ftom the first nepilim
‘who discovered the beauty of humans.
Nerhilim and Greater Nephi Characters
date! ber nell ee gc ea vowed
clan, and teva major of them follow is caer
Che due tn erie maleate never em 0
tise aman thm sone alert the eal
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thar rnc td Sec
‘aaa ts i gu Gg Ta
spo nin coer sn hee ou a hl
cam de magi an renter nein cerca
fave domain section depen on ht align
chun gon chi ry hose fom Choe, God,
Haag tnd Sun wl chante ev clerics may chewe
fen Chon, Dei Ei nd ieGIANT RACES,
RIME GIANT
Huge Giant (cold)
Hit Dice: 2268154 253 hp)
Initiative: -1 (Dex)
Speed: 40 (chainmail
AC: 27 (2 size, 1 Dex, +13 natural, +7 heavy chainmail)
Attacks: Greataxe +27/+22/+7/+-12; or ranged speat
13832
Damage: Greataxe 446+18 + icicles; spear 24818 +
cles
Space/Reach: 15 f. (3VIS A.)
Special Attacks: Rock Throwing, Spel
Ieicles, Control lee, Spear Returning
‘Special Qualities: Rock Catching, Spear Catching, Cold
Empathy, Cold Subtype
Saves: Fort +20, Ref +8, Will +8
Al ‘ir 35, Dex 8, Con 24, Int 13, Wis 12,
Cha 1S
Skills: Climb +12, Jump +11, Listen +11, Spot +11
Feats; Weapon Focus (greataxe), Power Attack, Cleave,
Great Cleave, Combat Reflexes, Lightning Reflexes
ce Abilities,
CClimate/Terrain: Any cold land and underground
Organisation: Solitary, pair, family (2-4 plus 50% non-
combatants) or clan (21-30 led by a $°-10 level barbarian,
plus an adep, cleric or sorcerer of 4°-8" level, plus 35%
non-combatants, plus 1-4 juvenile white dragons plus 75%
chance of 5-50 frost giants, plus 50% chance of 2-20 hill
slants, plus 50% chance of 3-30 tolls, plus 25% chance of
2-12 ogres, plus 25% chance of 2-12 etins)
(Challenge Rating: 19
Standard
Often chaotic evil
‘Advancement: By character class
Rime giants consider themselves tobe the earthly servants
of certain grim and evil deities of the ce and snow, They
are uitery opposed to the gods ofthe humans and other
‘creatures from the warm lands, regarding slaying such folk
~ and, if possible, their gods ~ as a sacred duty. The more
the rime giants can spread both ther ful doctrines and
the physical presence of the vast glaciers they inhabit, the
‘mote their gods will favour them,
‘Rime giants closely resemble their smaller cousins the
frost giants, with snow-white skin and iey blue hair and
‘eyes. Rime giants though are an older, mightier and more
‘magical race. Adult males stand fully 22 feet tall, weigh
"upwards of 14,000 pounds and are strongly built, yet
without the savage and brutal appearance of frst or hill,
‘iants. They can live to be up t0 700 years ol.
‘Most rime giants are heavily armed and armoured to
‘wishes, Their armour is usually a very thick hauberk of
riveted iron mail so close-set that the links appear to stand
‘out almost perpendicular to the wearer's body, making
him very nearly impregnable to attack from human blades
and arrows. They bear massive greataxes that look to be
capable of slicing through several foes at one stroke, and
this turns out to be true in practice also. For long-range
‘combat they hurl similarly enormous spears, up t fifteen
feet long and over two inches wide, with the spearhead
alone often being longer than the arming swords of lesser
Rime giants usually wear several large belt-pouches or
satchels, rather than shouldering sacks lke their frost
‘lant cousins. Most carry between four and eight spears
under one mighty arm and the enormous axe over the other
shoulder. Other than these, one large satche! will contain
‘3d4 mundane items and one or more belt-pouches will hold
‘the giant's treasure hoard
Combat
‘Rime giants attack with a deadly combination of melee
‘combat, thrown weaponry, and spell-lke abilities. They
ill happily use ambushes, trickery and other supposedly
unscrupulous tacts, taking a great delight in defeating an
‘opponent any way possible, though they do not shirk from
toe-to-toe melee combat when necessary. The massive
spears these creatures favour havea range increment of.
140 feet when thrown by a rime giant. If they ever have
need of rocks, their thrown rocks likewise have a range
increment of 140 feet and do similar damage tothe spears,
but without the Icicles effect (ee below).
(Cold Empathy (Ex): A rime giant may attempt to
‘change the attitude of other creatures that are of the
Cold subtype, due to the rime giants readily apparent
role as an archetype of the powers of cold and ice, along
‘ith training since childhood in the particular modes of
communication of every Cold-subtype creature, This
works exactly like a Diplomacy check made to improve the
attitude of a Non-Player Character. Addl the rime giant's
hit dice and Charisma bonus toa 420 roll. determine
the cold empathy check result. Cold empathy works on
animals and intelligent creatures alike, so long as they are
‘of the Cold subtype.
‘Cold Subtype (Ex): Cold immunity; double damage from
fire except on a successful save,
‘Control fee (Su): Rime giants have an astonishing degree
‘of control over fallen snow and ie, including the capability
to melt, e-feeze, and shape it selectively and more or less
twill. In game terms, this is very much lke the eects
‘of either sofien earth and stone or stone shape (as cast by
12° level druid), depending onthe rime giant's intent,
‘ensure they willbe effective in carrying out thei gods" weGIANT RACE}
but targeting ice and snow rather than stone or earth. For
example, the rime giant could sofien ice into nearfreezing
ater or slush, causing anyone standing on i to sink in; or
hh could use ice shape to seal off or create an iey tunnel.
Inthe righ place, atthe Games Master's discretion, this
ability could also be used to star an avalanche of great
Jy boulders, doing 6d6 damage to any teatures in 30
fect wide section of mountainside or hillside (Reflex save
halves), Used gradually, over many months and even
‘years, control ice can extend the boundaries of tundra
terrain or even glaciers over more human-friendly trans,
slowly covering the world with ice just asthe rime giants
‘wish, Using Control Ice isa standard action, but it can be
performed an unlimited numberof times per day
Icicles (Su): Any piercing or slashing weapon wielded or
hurled by a rime giant deals addtional, painful damage, as
jagged, stabbing icicles spread out throughout the wound
fom its ice-cold blade. The target of any such attacks
must make a Fortitude saving throw (DC 23) or be dealt an
‘addtional 2410 cold damage and be paralysed with cold
for 146 rounds. A target who saves successfully is dealt
only half damage and is not paralysed
Spear Catching (Ex): A rime giant war traning allows
him to cate spears, axes, or other weapons hurled
at him. Once per round, a rime giant that would
‘normally be hit by any thrown weapon can catch
itasa free action. The giant must be
aware ofthe attack,
Returning
(Ex): With the
which he eaught a
‘weapon hurled at him,
rime giant may spin round,
‘throwing it back at its original
\wielder. Ones per round, a rime
‘lant who has just caught a thrown
weapon may use i to make an
attack at his highest attack bonus as
a free action,
Spell-Like Abilities: Rime giants
have a number of spell-tike abilities,
but these may be used only when the
with a temperature of below 40
degrees Fahrenheit (5 degrees
Celsius), At will: chill ouch, obscuring mist; 3
lay: fog cloud, gust of wind; day: ice storm, wall of ie,
control weather. These abilities are asthe spells cast by a
level sorcerer (save DC 13 + spell level,
‘Skis: Rime giants gain a4 racial bonus to all Climb
chooks, as they spend much oftheir time in mountain
fasnesses or mult-levelled underground ice caves.
Furthermore, they gain a +4 racial bonus to Hide and
“Move Silently checks when in cold land regions, as a
result of their snowy colouration and familiarity with the
‘errain, Rime giants have EHD as though they were Large
creatures
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"Note thatthe tactical summary below
assumes that the rime giant is in a
‘environment below 40 degrees
Fahrenheit, so as to have
the full use of
its spell-like
abilities;GIANT RACES,
if nt, it will concentrate on thrown javelins and melee
attacks as appropriate,
Round 0: Fog cloud or obscuring mist if undetected
bby opponents, or wall of ice and retreat if faced with
‘overwhelmingly powerful opposition,
Round 1: Volley of spears.
Round 2: Gust of wind to knock opponents to their
deaths, ifon appropriate terrain (eg. a icy mountainside),
iff no, ice storm against as many foes as possible, ready
another spear.
Round 3: Second volley of spears ifavailable, otherwise
g0 straight to round 4 tactics,
Round 4: Additional spel-tke bility as appropriate — ice
storm if sll available, gust of wind if not
Round 5: Hall of ice to either reeat or divide front rank
of opponents from their comrades, then close to melee
range,
Round 6 and beyond: Full melee attack
Rime Giant Seciely
Rime gians often dominate smaller creatures, particularly
fost giants but slso Bll giants, tll, ogres and tins
They use ther cold empathy special quality, along with
thee itimidating physical presence, to develop symbiotic
relationships with retures such as white dragons and
frst worms, not necessarily commanding them but lating
‘sth hem, sometimes hunting with them, nd working
together to repel mutual threats. Though rime giants all
plot to destoy humanity and encase the work! with a great
sheath oiee, they are quite poor a working together and
rarely co-operate for ong enough to havea chance at tly
achieving their goal
Rime Giant Characters
Rime gan charactors have barbarian shir favoured
clas. Those who are not barbarians are sometimes
sorereso sequently wizards, enhancing he
inbom magical powers wilh amore dedicated taining
programms. As might be expected of race dedicated
toni gods, cis are slo common song ime giants
Their domains maybe selected from the flowing
Destin, Evi, War, and Water
SEA GIANT
Gargantuan Giant (aquatic)
2 324832 (176 hp)
Initiative: -1 (Dex)
Speed: 40 ft, swim 60 1,
AC: 26* oF 28" (4 size, -I Dex, +15 natural, +6 conch:
shell armour o +8 silvery fishscale armour)
Attacks: Trident ~40/+35/+30/+25; or ranged trident +20)
+15/410/45; or trident +38/433/428/"23, and net +18/+13)
oF ranged trident +18+13/¢8/+3, and net 18/1
Damage: Trident 446+19, thrown trident 446419
Space/Reach: 20 8 (4)/ 20 f (4)
Special Attacks: Rock Throwing, Net Fighting, Siren
Song (females only)
Special Qualities: Rock Catching
Saves: For +19, Ref +9, Will +10
Abilities: Str48, Dex 8, Con 13, Int 11, Wis 10, Cha 12
Skills: Climb +19, Jump +19, Listen +12*, Move Silently
HII, Spot +12"
Feats: Combat Reflexes, Weapon Focus (trident), Point
Blank Shot, Rapid Shot, Two-Weapon Fighting, Improved
‘Two-Weapon Fighting, Quick Draw, Weapon Focus (net)
rate/Terrain; Any aquatic
‘Organisation: Solitary, pai, family (2-4 plus $0% non-
combatants) or tribe (21-30 led by a 3-5" level ranger,
plus a druid or cleric of *4* level, plus 35% non-
‘combatants, plus either 2-12 sharks, 1-2 giant squid, oF 2-4
‘oreas, plus 25% chance of one kraken, plus $0% chance of
2-12 sea lions, plus 30% ehanee of 1-4 humans)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually neutral
‘Advancement: By character class
Sea giants are distant, imposing, and often silent in
demeanour. On the rate occasions when they have
business with sling vessels or land-awellers, they will
rise slowly out from the waves, speaking not a word to
begin with, simply staring at those they would deal with
to ensure such fol have every opportunity to see just how
terrifying the sea giants ate. Most prefer to have litle to
do with non-aquatic creatures unless absolutely necessary,
0 when they do, they lke to make certain the occasion
is treated with suicent gravity by all parties concerned
‘before they commence any negotiation.
‘Sea giants are huge, with blue-green skin, bright green
eyes and brown seaweed for hair. Indeod! thee whole
bodies are offen draped with weeds, Their skin sometimes
resembles fis-scales, but jus as often is more like sea-
adapted mammalian skin such a that of a dolphin or
whale,
‘Sea wants stand some 32 to 35 feet tll, but are oF normal
‘human proportions rather than having the broad and savage
build of some ofthe other giants, They typically weigh
40,000 to 50,000 pounds. A sea giant ca live to be up to
1.200 years old.
Sea giants an breathe air or water with equal fa
@GIANT RACES
are at home i both salt and fresh water. However, they
are poorly adapted for life on land and begin to
| May)
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Vay) aay)
weGIANT KINGS
Avalins Kings
‘Asma ng ely cao open
Gea al te cco ey na Wenger ac
ier hemseles king icles i sy
iosvery ease bts hih edad rasa
pans beanie)
Amakiim kings are most commonly barbarians, as this,
‘enhances their addtional abilities extremely well,
However, anakim king fighters and sorcerers are also
‘common, and the rare anakim king eleric ean be very
‘dangerous indeed.
(Chariot Control: A 1" jevelanakim king gains a +2
‘circumstance bonus to all Handle Animal checks made to
avoid overturning his chariot
AL 9® level this bonus rises to 4, and
‘This isan extraordinary ability
17 evel to 6,
Rage: A 3% and 11Jovel anakim king gains the ability
to rage once per day, as though he were a barbarian, with
all the benefits and drawbacks of raging. If he is already
barbarian, this addtional rage ability also benefits from
any relevant barbarian class features such as greater rage,
‘Thisis an extraordinary ability
(Chariot Weaponry: A 5® level anakim king gains an
‘empathic link with his two prefered chariot-pulling dire
Hons, much lke a druid or rangers link to his animal
‘companion. The anakim king may handle his dre lions as
a free action, or push them as a move-equvalent action,
Pushing them can include causing them to pull the chariot
at +10 feet speed that round, just as ifthe anakim king
\were whipping them to make them go faster. He need not
hold the reins or whip, or otherwise physically control the
Aire lions, and so is fre to wield two-handed weaponry oF
‘one-handed weapon and shield if desired. Anakim kings
often pride themselves on thei archery, and once they have
{his special quality they can use bows and simultaneously
‘move at high speeds, This isan extraordinary ability and
does not provide any ofthe other special qualities enjoyed
by animal companions, special mounts, familiar or ther
linked ereatures.
Desert Familiarity: A 7® level anakim king gains a +2
circumstance bonus to Hide, Listen, Move Silent, Spot
and Survival checks when in any desert terain. This is an
extraordinary ability
AL LS® level this bonus rises to +.
‘Mass Rage: At 198 level the anakim king can take a full-
ound action to induce a rage (as per the barbarian class
feature) in up to 10+ Cha modifier anakim, Mass rage isa
supernatural ability that can be used once per day.
Cloud Giant Kings
All cloud giant kings gain spel-like abilities as though
they lived on enchanted cloud islands, no matter where
they live Ther spel/-like abilities are enhanced as they
rise in level, and they gan special bonuses to their Listen
skill due to ther contro ofthe air and wind ~ itis as
‘though the winds themselves conspire to cary the sound
‘of anything untoward straight to the ears of the eloud giant
king, making him almost impossible to sneak up on
Many cloud giant kings are sorcerers, complementing
ther innate spell-like abilities with arcane lore. Others
specialise in missile use, using their mobility to evade
close combat while they rain down rocks or arrows on
their enemy. These ranged combat specialists are usually
rangers, fighters, or cleric.
Listen: tI level the cloud giant king gains a +2 luck
‘bonus to all Listen checks. This bonus increases by +2
‘every four levels thereafter. This sa supernatural ability.
Spell-tike Abilities: A cloud giant king gains new or
improved spell-like abilities a 3" level and every four
levels thereaer. AL 3" level, he can eas flv onee por day,
as 220° level sorcerer, at 11® level this inereases to throe
times per day, and at 19® level can be cast an unlimited
‘number of times per day. At 7® level, he can cast como!
winds once per day, asa 20" level druid. At 15® level, he
‘can cast whirlwind once per day, as 220” level druid,
Fire Gian! Kings
Fie ian kings ae highly rgd and mak excl
em eigen oer
tbe Tiy ken vy based pach othr
in yen fir wd yd ag
tha ea nen ao redig pb une ila
Samoa li oi care
canveigm Pe it oa ala has song samen ot
‘nda! mal powso nd hepa Kngs lee!
aang combat, Thine pei tacks ad lies
fet both hs india iin xpereadhilat
ep
Most fre giant kings ae fighters, though barbarians
and clerics have also been known, along with the very
‘occasional sorcerer. Fighters or barbarians can make the
‘most effective use of the powerful melee combat qualities
associated with fire giant kings.
w@GIANT KINGS,
S
Flameskin: At 1" level, fie giant king's very skin begins
to give off lames, making him appear more like a demon
cor devil than a giant. Any creature approaching within S
feet ofthe fire giant (i. into an adjacent square) is dealt
146 fire damage per round he is within range. This isa
supernatural ability
‘AL 9 level the damage inereases to 246, and the range to
10 feet; at 17 level, the damage increases to 346, and the
range to 15 feet.
Heat Craft Bonus: From 3* level, a fre giant king
becomes. a master of smithcraft and any other erafts
that require the use of precise quantities of heat, such
as glassblowing and pottery. The fre giant king gains
241 innate bonus to all Craft (blacksmith), Cra
(weaponsmithing), Craft (armoursmithing), Craft
(goldsmith), Craft (glassblowing) and similar skills atthe
‘Games Master's discretion. This bonus increases by +1
‘every four further levels. This isan extraordinary ability
Flery Blade: At5™ love, the fre giant king becomes
‘capable of heating up any weapon he holds toa deadly red
heat, which causes it to deal +1d6 fire damage. This is &
fee action but the weapon must be inthe giant king's hand.
for at least one full round before it becomes hot enough to
‘do addtional damage. Ifthe he wields a weapon in each
hand, he may heat both up. This isa supernatural ability.
Femorian Kings
A fomorian king will always be selected from among the
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Fomorian kings are almost always fighters, Though
fomorians do not have the kind of formalised military
training organisations so useful for teaching fighters the
skills of their trade, fomorian kings generally have an irom
self-discipline and the brains to devise their own, practical
fighting techniques, even without the help of others.
‘Neutral evil fomorian kings are usually barbarians rather
than fighters. Occasionally a spelleastng fomorian king
arises, almost invariably a sorcerer, but these are scarce in
the extreme,
Ray Attack: At level, fomorian king gains a ray
attack in the form of elemental damage, such as a frost ray
or lighining ray. The ray appears to be flowing out ofthe
fomorian king's eyes, but isnot classed as a gaze attack,
The fomorian selects one damage type when he first gains
this special atack, from the following list: acid, cold,
‘we
electrical, ire, poison. Once this damage type is selected it
‘may not be altered. To begin with this ray attack does 206
‘damage and can be used once per day as a fee action, AL
3" level, it may be used twice per day, and one addtional
time per day for every four levels beyond that, but it may
still never be used more than once per round. At 5* level
and every four levels thereafter the damage increases by
4246. This isa spell-like ability
Frest Giant Kings
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Frost giant kings are almost always barbarians or fighters
by profession, and are in most cases of sufficiently high
level that even the local rime giant king will respect the
teritory they carve out, due to sheer practicality if nothing
else, Frost giant kings have nothing against spellcaters
and most have a retinue of clerics and sorcerers, but very
few take up spellcasting themselves.
Intimidate: At I*Jevel the frost giant king gains a +2
‘competence bonus to all Intimidate checks. This bonus
increases by 42 every four levels thereafter. This is an
cextrordinary ability.
Mighty Blow: At" level the fost giant king gains a new
special attack, the mighty blow. Once per day he may
designate one of his attacks a mighty blow. He takes a-2
circumstance penalty to his attack roll, but ihe hits he
deals +1d6 damage. This is an extraordinary ability.
‘The bonus damage increases by +1d6 every four levels
beyond 34. Furthermore, from 11® level onwards the frost
‘gant king may do two mighty blows per day, and from 19°
level onwards three per day
Hill Giant and Mountain Giant Kings
Hill giants and mountain giants almost invariable rely on
their simple strength and staying power to deal with almost
any problem. The kings are no different, with even more
rusele and fortitude than their brutal subjects
Like ordinary ill and mountain giants, cheir kings
are usually warior, barbarians, rogues, rangers or
a dual-lassed combination such as warrior/rogue or
rangerfbarbarian. Few have the self-discipline or access
to taining requited forthe more specialised fighters,GIANT KINGS
However, the oceasional hill or mountain giant king has
ability, usually asa cleric or sorcerer,
Might: At bill giant or mountain giant king
‘ins a +1 enhancement bonus to all Strength checks oF
Strength-based skill checks. Note that this extraordinary
ability does not affect attack or damage rolls. This isan
ability
this bonus increases to
2; at 119 level, to +3; at 15
level, to 4; and at 19* level,
‘Toughness: At 1” lvel and every four levels thereafter, «
Dill giant or mountain giant king gains a bonus Toughness
feat. This is an extraordinary a
Neghilims Kings
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[Nephilim kings ae often either fighters sorcerers, wizards,
(ora mult-classed arcane spellcaster and fighter, peshaps
going to spellsword ora similar prestige class ata higher
level. Multiclassed fighter
cleries are also effective, if
Bonus Feat: At level and
every four levels thereafter, a
nephilim king gains a bonus feat
tobe selected from the following list
Greater Spell Focus, Greater Weapon
Focus, Item Creation Feat (any), Skill
Focus, Metamagic Feat (any), Spell Focus,
Weapon Focus, This is an extraordinary
ability
Nephitim Understanding: At 3 level and
every four levels thereafter, a nephilim king
may choose a ski that was previously
ross-class skill for him and teat it asa class
skull from that point onwards, Furthermore, he
immediately gains 2 ranks in that skill, so long
as this does not somehow take him over the
usual limit of ECL +3 ranks, Exclusive skills
may not be selected, This i an extrondinary
ability,
Rime giant kings become powerful earthly
representatives oftheir grim and frosty
deities, able to bring down the ful force
‘of winter upon the world, Though they
are disorganised, and as likely to goto
war with val rime giant oF fost giant
tribes as with more civilised nations, their
hatred ofthe inhabitants of temperate climes
is implacable. Every o often a rime giant king will
assemble a great horde of giants, white dragons, frost
\Worms and other cold subtype ereatues, sweepingGIANT KINGS,
down out of the tundra and bringing a great wintry ice
sheet with ther,
‘Almost all rime giant kings are clerics, usually with the
Destruction and Water domains. These are no gentle
hnealers and preachers, but terifying priests of evil,
bringing down death to all who oppose them, Mos relish
melee combat as much as they love destroying their
foes from a distance, A few multiclass as cleriifighters
‘or clerc/barbarians, so as to gain access to Weapon
‘Specialisation and rage respectively, though even these
usually have most of their levels in the cleric clas.
Enhanced Control lee: From 3" level onwards a rime
‘giant king’s ability to control ice becomes enormously
‘enhanced, a8 he becomes more and more an embodiment
‘of winter, an avatar ofthe gous of cold and frost. This isa
supernatural ability just like a rime giant's innate contol
ice special attack.
‘An ordinary rime giant king, without any levels in a
character class, can contro ie as though it were stone and.
Ihe was casting a stone shape or soften earth and stone as
‘an 18° level druid (see the Rime Giant entry inthe Giant
‘Races chapter). Thus, used as Soften Ice, this would affect
eighteen 10-foot squares, or a total of 1,800 square fet, to
a depth of | to4 feet depending on how densely packed the
jee is. Used as Ice Shape, it would affect up to 28 cubic
feet, Alternatively it could cause a 45-Foot-wide stretch of
‘mountainside to be affected by an avalanche.
[At level, the area that can be affected is doubled,
to either 3,600 square feet (withthe depth unaffected
remaining a | to 4 feet depending on the ice), $6 cubic
fect, Fa 90-foot-wide mountainside. At level, itis
{quadrupled to 7,200 square fect, 112 cubic fet, or a 180-
foot-wide mountainside. At 11" Jevel it is multiplied by
six, to 10,800 square feet, 168 cubic feet, ora 270-Foot-
‘wide mountainside. At 15® level itis multiplied by eight,
to 14,400 square feet, 224 cubie feet, or a 360-Foot-wide
‘mountainside, Finally at 19 level it is multiplied by ten,
{018,000 square feet, 280 cubic eet, or a 450-Foot-wide
stretch of mountainside,
Improved Kcicles: At 3" level, the rime giants Ieicles
special attack does +3410 cold damage instead of +2410,
and a characte who fails to save is also paralysed for 246
rounds rather than 1d6, AA 11 level the damage inreases
further, (04410, andthe duration ofthe paralysis
increases to 346 rounds, This isa supernatural abil
Spelltike Abilities: A rime giant king gains improved
spell-like abilities at 1 level and every eight levels
therealer. At I" level, his control weather spell-like ability
‘cam be used upto three times per day. At 9® level, his ice
storm spel-like ability canbe used up to three times per
‘day. AUI7® evel, his wut of ice spell-tike ability can be
used up to thre times per day.
Sea Giant Kings
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Sea giant kings are usually druids, cleries, bards or
sorcerers, though the occasional sea giant ranger or fighter
also reaches the heady heights of monarchy.
Water Breathing: A sea giant king of 5* level or
higher may at will grant any creature the power of water
‘breathing, asthe spell cast by 820° level sorcerer. The
siant king may end the water breathing effect at any
time, even ifthe subject is not present. This isa spell-tike
ability
Net Defence: From 1" level, a sea giant king’s net
provides him with a 43 shield bonus to AC on any round
Ihe doesnot attack with it rather than the usual +2, This is
an extraordinary ability.
ALO" Level, the AC bonus inereases to +4, and at 17" level
tot5.
Net Fighting: At 3" level asea giant king learns to fold a
net asa standard action, rather than as a full-round action,
‘This isan extraordinary ability.
Water Door: A 7 level sea giant king who is underwater
‘may instantly transfer himself from his current location
fo any other spot that is also underwater within | mile
‘The giant king always arrives at exactly the spot desired;
whether by simply visualizing the area or by stating
direction, such as 900 fee straight downward, or upward
{o the northwest, 4S-degree angle, 1,200 feet. This isa
supernatural ability and may be used once per day.
From 15 level onwards, he may use his Water Door ability
three times per day.
Whirlpoot: A 3" level sea giant king may ereate a
\whislpool as a full-ound action once per week. This is
‘more powerful than the minor whirlpoo! that can be created
with the contol water spell, and operates as follows. The
‘@GIANT KINGS
siant king designates a circular area of ocean up to $00
fet wide and within one mile of him. A whitlpoo! fills
the affected area, toa depth twice its width (for example, a
400-foot wide whirlpool is 800 feet deep). The giant king.
‘an concentrate to move the whirlpool upto 100 feet per
ound, so long as it remains within the ocean and within
| mile of him, The whirlpoo! lasts for 20 rounds or until
the giant king chooses to end it. Creating a whirlpool is a
supernatural ability
‘Any Gargantuan or smaller creature that comes in contact
‘withthe whirlpool must succeed at a Reflex save (DC =
1/2 sea giant king's HD + sea giant king's Wisdom bonus)
‘or take 3410 points of damage, Creature that fail the
first save must succeed ata second one or be sucked down,
into the whirlpool. creature that has been sucked down
takes 3410 points of damage each round forthe duration of
the whirlpool with no save allowed, and descends 100 fet
per round. When the whirlpool ends, or when the creature
Is sucked down tothe lowest extent of the whinipoo, the
creature remains at its current depth under the sea, possible
beginning to drown and suffer water pressure damage (see
Core Rulebook 1 ifnot adapted for underwater existence
From 11* level onwards the sea giant king may create a
‘whirlpoot once per day, and from 19° level upto three
times per day.
Stone Giant Kings
Stone giant kings capitalise on the stony skin and special
ovirnmentl abilities of ii rce, Noe tha all stone
lan kings gain the pelle abilities of stone git elders
(see Core Rulebook I). These spel ables are
further enhanced and complemented by the ne ple
abilities gained for being giant ings listed below.
Stone giant kings are commonly either sorcerers o
multiclassed sorcererflerics at low levels. At higher
levels, many take the loremaster or mystic theurge prestige
lasses. Stone giant king clries have the Earth domain
and either the Protection or Srength domain,
Rock Hard: At I" level and every four levels thereafter, a
stone giant king’s natural AC increases by +1. This isan
extraordinary ability
Spell-ike Abilities: A stone giant king gains new or
‘improved spel-like abilities at 3” level and every four
levels thereafter. At 3" level, he can east spike stones once
per day, asa 15 level cleric. At7 level, his stone tell
spell-lke ability may be used up fo thre times per day,
and at 15* level an unlimited numberof times per day. At
11 level he ean cast wall of stone once per day, asa 15
level sorcerer. At 19® level, he cam cast earthquake once
per day, asa 15® level cleric:
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‘Storm giant kings are most commonly sorcerers, though
«good many clerics, fighters and rangers are also knovn,
Sorcerers usualy specialise in spels of illusion and spells
‘with an electricity” descriptor,
Arrow of Lightning: At 1Jevel A storm giant king can
‘cause an arrow he fires to become a 10d6 lightning bolt
in ight, once per day asa froe action, If this is done
‘outdoors during a storm, the lighting bolt does 10d
damage instead of 1046. This is a supernatural ability
ALS* level and every four levels thereafter, the storm giant
king gains one additional arrow of lighting per day.
‘Spelllike Abilities: A siormn giant king gains new spell-
like abilities at 3" level and every fou levels thereafter,
all of which are cast as 20" level sorcerer. At 3 level,
Ihe can cast inisibility once per day. At level, he ean
‘ast major image once per day. At LI Ievel, he can cast
‘hallucinatory terain once pet day. At 15* level, he can
cast seeming once per day. At 19" level, he can cast
persistent image once per day.
wwHABITAT
HABITAT;
his chapter covers the habitat and lis fr each
| sant type separately, giving prefered defences,
typical layouts, and guard creatures or ther allies
‘Armed with the information and maps given here along
‘with the sample giants provided in Apper
Master will be able to set up whole
case, Pl
‘on the typical defences ofthe different types of giant.
ix I, the Games
sof giants with
ers will also benefit from the chance to read up
ANAKIM
Anakim live in hot areas, often occupying the most
favourable grazing and hunting land close to desert
regions. They rarely live in the deserts themselves, though,
they are well adapted for such habitats and can survive
reasonably successfully therein, Some scholars belive
them fo have originated ina desert land, but found the
nearby plains and hills to be more comfortable o ive i,
Anakim enjoy open spaces, and so are almost never found
in rainforests or other overgrown terrain types. When
anakim tribe moves into a new area, i tends to displace
other, lesser sentient creatures such as humans or or,
forcing them into less fertile ground such asthe deep
deserts themselves. Few creatures or even small nations
will ater to stand upto determined anakim tribe,
particularly bocause said tribe will often only be th
wave of a mass movement consisting of several tribes.
Perhaps fortunately, anakim migrations are not very
‘common, though a tribe or alliance of tribes defeated in
war with other tribes for prime grazing land will often
strike out for somewhere new to live.
Villages
Anakim villages are usually small, with most consisting
of litle more than fifteen families of perhaps fifty anakim
in total, including the children, However every village
will be well-frtfie, as will every house within it, and
the anakim themselves are distintly more powerful than
smaller creatures allowing them to put up a far mone
Vigorous fight in defence oftheir homes than could many
larger human tribes
ach village will have a central hall which is the dwelling
and his ps
\War, but functions asthe village meeting-hall in peacetime.
This is typically a circular roundhouse some 80 to 100
feet in diameter, of Solid stone construction. The walls
ar thick, imegular blocks of stone fited together using a
crude
composed of overlapping stone slabs. In areas where a
small amount of wood is available, the roof may be of
place ofthe war-chi sonal retinue in times of
tar and a numberof smaller rocks, witha 100!HABITAT
‘timber construction, though ths is not a favoured solution
due to the relatively inflammable and weak nature of
wooden roof,
‘The chieftain typically has a separate house for use
in peacetime, and in many villages this wil be the
second-grandest building, hough some more modest
\war-chiefs may prefer to live in an ordinary, unadorned
structure, The village elders wil also have slightly larger
accommodations than ordinary villagers. Both chieftain
and elders usually dwell in one- oF two-storey stone houses
around 30 to 40 feet in diameter.
‘Most anakim families will have homes little more than 20
fect in diameter, or longhouses of perhaps 15 feet by 35,
feet. Fortunately family sizes ae usually small, Like the
larger buildings, these will often be constructed of local
stone, for anakim usually do not live in regions with a good,
supply of wood: however, adabe walls and thatched roofs
‘may also be used where stone is scarce.
Since most anakim are wary towards religion (if til
respectful of ts power), the tribal adept or occasional
village cleric will generally select a hut close tothe edge
ofthe village or even just outside it, A particularly well-
respected spleaster may rate a powerful place among the
village elders, though even then he often chooses to live
somewhat apart from his fellow villagers, perhaps taking &
lean-to against the inside ofthe wall
Also outside the village willbe the pens for any livestock
the villagers may herd, usually goats, sheep or cows.
‘These can be driven within the walls in ime of war if ime
permits. When a village ons one or mote war chariots,
these and the dire ions to pull them will usually be kept
within the walls, close to the main gates so a8 to allow for
{heir use in counterattacks.
Delences
‘Anakim villages are usually built onthe high ground,
either on hilltops or for preference on rocky outcrops,
‘hich can provide both a powerful defence in itself and
strong building materials forthe village wall and houses.
(On soft ground, a pit will be dug and the earth piled up to
form earthworks, which wil then have a stone wall built
‘on top. A ten-foot-deep pit, ten-foot high earthworks
and twelve-foot-high wall atop them would be faitly
typical, though some walls are taller stil, If there is a
forest nearby, outwand-loping stakes wil be placed as
a further defence just beyond the pt. These too usually
prod some ten fee ou fom the ground, and ae made
from strong saplings that are not too wide, s0 as to make
it difficult for attackers to prise out or destoy a single
stake and then force a way through the gap. Most villages
add occasional watehfowers for use by archers, and line
the walls with throwing rocks and arrow quivers forthe
defenders
Furthermore, every house within the village will be made
‘with atleast one addtional defensive feature, be ita walled
roof area that can be used asa platform for archers,
windowless room surrounded by arrowslits, or an easily
disassembled wall for use as throwing rocks
Guards and Allies
‘Other than ther chariotpulling dire lions, anakim rarely
‘use additional animals o bolster ther power, though some
‘tribes may havea few guard dogs. Most prefer to rely on
their own keen senses and mighty limbs, simply repelling
any serious opposition with loosed arrows, thrown rocks,
‘or devastating blows in melee.
CLOUD GIANTS
‘Cloud giamts favour mountainous regions, even when they
live on cloud islands. Rather than raising food animals,
they hunt birds, mountain goat, sakes, wild horses, bears
and any other game that may be available. Cloud giants
are omnivorous and also cultivate fruit trees, favouring
‘grapes, apples, and pears, especially those who dell on
‘loud islands where they can find litle or no game,
‘Mountain-dwvelling cloud giants build castes, more out
‘of habit and aesthetic preference than because there is
anything in most mountains that ean pose a serious threat
tothem. Their predilection for easly defended homes
thas proved worthwhile on the few oceasions when a
‘major enemy has arisen, usually rival cloud giant group,
‘extremely well-equipped band of adventurer, or the army
‘of an evil overlord
‘Those cloud giants who live on cloud islands also prefer
castles, perhaps with even les reason ~ though humans
‘who have heard the legends of rich silver mines may pose a
threat. Fora detailed look at cloud islands, see the sidebar
‘on pss.
Castles
Most cloud giants lve in smallish castles atop high
‘mountains, in either extended families or small ries.
“These appear tobe castlesized to humans, though in
reality because there wil likly be only ten os giants
to a caste each one is more like a border fort or wizard’s
tower in tems of relative size and numberof rooms
@HABITAT
The typical cloud giant fortress isa square structure with
round, solid-looking tower on each comer. There is
no separate keep, though often one ofthe towers will
bel
that this isthe place for any final stand if enemies have
yr and thicker than the others, with the intention
gained the courtyard. This stronghold tower will be
the least accessible one from the outside, usualy being
situated on the edge ofa precipitous drop. Some fortresses,
have a separate square gatehouse ina wall far fom the
stronghold, while others use the tower diagonally opposite
the stronghold asa gatehouse,
Salted meat and dried fruits wall be kept inthe stronghold
for use in an extended siege, while larger quantities of
‘unprepared food will be stored under wooden lean-o
roofs within the courtyard, Other courtyard buildings
will include a lair for any dite lions owned by the group,
kitchen, anda large workshop suitable for smithing,
carpentry and other tasks, Ifthe group
thas any griffons, these will be given an
ceyrie atop one ofthe smaller towers. The
leader ofthe group and his immediate
family wil live in the stronghold tower,
with the others rooming either within the
towers or ima large hall on the ground
floor of the stronghold
Defences
Ay cloud giant sorcerer or cleric within
the group willbe given a protected
position close to the front ofthe castle,
usually on one of the upper floors of the
gatehouse, One or two other cloud giants
will occupy each tower, hurling rocks
at any foes insight. Most cloud giant
castles are amply supplied with great
piles of throwing rocks, with at least one
oom in each tower being devoted to rock
storage to replenish the piles as and when
needed,
Any remaining cloud giants usually
‘occupy the gatehouse, hurling rocks
in suppor of the spelcaster's magic
and ready to fight hand-to-hand ifthe
‘opposition breaks down the massive
doors. If the gatehouse is too small
to hold all the remaining cloud giants,
some may be given stations on the walls,
though many cloud giant castles are 100
crude to have wal-top crenellations,
walkways and other means of protecting
defenders on the walls
Guards and Allies
Cloud giant castes usually have dite lions, griffons or
both as additional scouts, hunters and defenders. ‘They
may occasionally have one of two humanoid o giant allies
‘or quests around, who might not be contracted to defend
the castle but will til likely lend hand if they happen
tobe present, These can include storm giants, elves, and
‘humans, depending largely on the alignment of the cloud
siants who own the castle
Daring siege dre Hons will be used in support of any
melee combat inthe gatehouse, though usually a favoured
breeding pair will be retained for absolute last-ditch
defence ofthe stronghold. Any griffons available will be
‘employed to seek out and attack enemy spellcasters, or will
sometimes be trained to drop rocks on siege engines from
directly overhead,HABITAT
FIRE GIANTS
Fire giants will dwell anywhere where there isa source
of extteme heat. This need not be natural, and in some
‘cases it may even be in the middle ofan otherwise cold
and few will range far from their
sth only on brief raiding or
em to ensure they kept warm through the cold
desert nights
Alternativ
dup by mundane
un by an evil
i ironworks, might suflce.
the giant
highly elficient
ints themselves, or soon-to-be
Atypical fire
and they will endeavour to keep open the possibility of
expansion
ps of fire giants are of
vast size, with n spaces and highly
defensible entrances
temporary alliancesHABITAT
though these deals are rarely seen as anything more than
convenient stopaaps, because the long-term plan is almost
invariably to take the ostensible alles over completely as
slaves or subject peoples.
(Often a surface-dwelling fire giant tribe will excavate
ceaverns beneath their castle, for rocks, building materials,
additional living space and boltholes. Likewise,
‘underground-