MACE

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.

Treasure Type EWilderness lair

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.

Treasure Type EWilderness lair

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.

Treasure Type EWilderness lair

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.

Treasure Type EWilderness lair

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.

Treasure Type EWilderness lair