Giant
Huge giant
Giants are an ancient race of immense humanoids. Each variety is suited to a different environment and grows progressively more powerful. All giants can hurl boulders as projectile weapons, acting as mobile siege engines.
Hill Giant
Huge giant
Armor Class: 4
Hit Dice: 8 (average 28 hp)
Movement: 120 ft
Attacks: 1 club or hurled rock (2d6)
Morale: 10
Alignment: Chaotic
XP: 800
Description
The most common and least powerful of giants, Hill Giants dwell in hills and badlands. They throw boulders with the force of a light catapult (range up to 200 ft).
Tactics / Notes
Wandering Hill Giants carry 1,000–6,000 gp. 30% chance in lair.
Treasure
Wandering: 1,000–6,000 gp. Lair: 5,000 gp plus Type E treasure.
Stone Giant
Huge giant
Armor Class: 4
Hit Dice: 9 (average 31 hp)
Movement: 120 ft
Attacks: 1 stone club or hurled boulder (2d6)
Morale: 10
Alignment: Neutral
XP: 900
Description
Stone Giants live in caves deep in rocky mountains. Their stone-gray skin helps them blend into their environment. They throw boulders with the force of a heavy catapult.
Tactics / Notes
Like Hill Giants but throw with greater force. Cave dwellers; rarely encountered in open terrain. 30% chance in lair.
Treasure
Wandering: 1,000–6,000 gp. Lair: 5,000 gp plus Type E treasure.
Frost Giant
Huge giant
Armor Class: 4
Hit Dice: 10+1 (average 35 hp)
Movement: 120 ft
Attacks: 1 weapon or hurled ice (2d6+1)
Morale: 11
Alignment: Chaotic
XP: 1,000
Description
Frost Giants dwell in frozen northern wastes and castle-like fortresses of ice and stone. They are immune to cold and throw massive chunks of ice.
Special Abilities
Cold Immunity: Frost Giants are completely impervious to cold damage of any sort.
Tactics / Notes
30% chance in lair (castle).
Treasure
Wandering: 1,000–6,000 gp. Lair: 5,000 gp plus Type E treasure.
Fire Giant
Huge giant
Armor Class: 4
Hit Dice: 11+3 (average 38 hp)
Movement: 120 ft
Attacks: 1 weapon or hurled stone (2d6+2)
Morale: 11
Alignment: Chaotic
XP: 1,100
Description
Fire Giants dwell near volcanoes or in great stone fortresses in volcanic regions. They are immune to fire and hurl molten rocks.
Special Abilities
Fire Immunity: Fire Giants are completely impervious to fire and heat damage of any sort.
Tactics / Notes
30% chance in lair (castle).
Treasure
Wandering: 1,000–6,000 gp. Lair: 5,000 gp plus Type E treasure.
Cloud Giant
Huge giant
Armor Class: 4
Hit Dice: 12+2 (average 44 hp)
Movement: 120 ft
Attacks: 1 weapon or hurled boulder (3d6)
Morale: 11
Alignment: Neutral
XP: 1,200
Description
The mightiest of the true giants, Cloud Giants dwell in great castles atop mountains or, it is said, floating amid the clouds themselves. They deal 3 dice of damage per hit and possess a preternaturally keen sense of smell.
Special Abilities
Keen Smell: Cloud Giants can detect the presence of creatures by scent alone at great range, making surprise nearly impossible against them.
Tactics / Notes
30% chance in lair (mountain castle).
Treasure
Wandering: 1,000–6,000 gp. Lair: 5,000 gp plus Type E treasure.