Giants are huge humanoids. There are six major races of giants, each race having some similarities and many differences from the others. Common characteristics will be given here, while the unique features of each race will be detailed under the heading appropriate to each.
All giants are very strong, with Strengths ranging from 19 to 25 as compared with humans. Because of this Strength, they are able to pick up rocks and hurl them as if the missile were shot from a catapult, but without the minimum range restrictions of the device.
Most giants are cave dwellers. Whenever they leave their lair, giants of all sorts will always have a huge sack with them. Giant's bags contain various odds and ends of things precious only to the giant: a large rock or two, and from 1,000 to 6,000 coins of some type — usually gold.
Although giants are often stupid, they are usually cunning, too. They can sometimes be tricked and will be likely to bargain if approached from a position of strength. It is not unusual for giants to agree to share in an undertaking with a group of creatures of similar alignment to that of the giant, for these huge monsters are eager for treasure.
Young giants will have hit points and do damage according to the percentage of a normal adult male indicated by the dice roll.
Each race of giants speaks its own particular dialect which is unintelligible to other races. They also speak their appropriate alignment tongue.
Neutral (01-50 Good or 51-00 Evil) Large Giant (true giant) (18-ft tall)
FREQUENCY: Rare
NO. APPEARING: 1-6 (VIII. 1d2)
SURPRISE: 17%
SENSES: infravision, scent
ARMOR CLASS: 2
MOVE: 15"
HIT DICE: 12 + 2-7 (hp 58)
% IN LAIR: 40%
TREASURE TYPE: giant's bag — In Lair: E, Q (x5)
THAC0: 9
MELEE: huge weapon (6d6)
MISSILE: boulder (2d12)
SPECIAL ATTACKS: giant-sized (Str 23), rock throwing (24") - Hits As: +4
SPECIAL DEFENSES: poison resistance, rock catching (60%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to Very (8-12)
MORALE: +65%
SAVES: Poison 5, Petrify 6, Wand 5, Breath 5, Spell 6
LANGUAGES: Common, Giant (cloud)
LEVEL: VIII or IX (XP 4,250 + 16 per hp)
Cloud giants have pale blue white to light blue skin, silver white or brass colored hair, and wear various items of clothing and jewelry. They are armed with great clubs.
Adult cloud giants can hurl rocks from 1" to 24" distance, inflicting from 2-24 hit points of damage when they hit. They have a 60% chance of catching like missiles.
All cloud giants have a keen sense of smell, thus they are surprised only on a roll of 1 on a 6-sided die.
10% of cloud giants are very intelligent. These will be the ones found dwelling on cloud islands. All such cloud giants are able to levitate themselves and additional weight of up to 20,000 gold pieces twice per day.
There is a 50% chance that Evil cloud giants will have 1-3 captives as slaves in their lair.
Unlike the commoner sorts of giants, cloud giants usually reside in crude castles built atop mountains or on magical cloud islands. When found in their lair it is 60% likely that cloud giants will have 1-4 spotted lions as pets/ guards. If more than 1 cloud giant is encountered in their lair it is 75% likely that the second will be a giantess (treat as fire giant for hit dice and damage/attack) and the others young giants (roll percentile dice to determine state of maturity). If 6 giants are thus encountered, one of the young will be a full-grown male, one a full-grown female, and the other two sub-adults of either sex (1-3 male, 4-6 female).
Lawful Evil Large Giant (fire, true giant) (12-ft tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-8 (VII. 1d2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 11 + 2-5 (hp 53)
% IN LAIR: 35%
TREASURE TYPE: giant's bag — In Lair: E
THAC0: 10
MELEE: huge weapon (5d6)
MISSILE: boulder (2d10)
SPECIAL ATTACKS: giant-sized (Str 22), rock throwing (20") - Hits As: +4
SPECIAL DEFENSES: immune to fire, poison resistance, rock catching (50%), unaffected breathing smoke or ash
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (5-10)
MORALE: +58%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LANGUAGES: Giant (fire)
LEVEL: VII (XP 2,700 + 16 per hp)
Fire giants are very broad (about 6-ft at the shoulders), looking almost like dwarves. Their skins are coal black, hair is flaming red or bright orange, and eyes are deep red. Their teeth are usually yellow orange. They wear armor or dragon hides. They favor huge swords.
Fire giants are as often found in castles as in caverns.
Adult fire giants are able to hurl rocks from 1" to 20" distances, inflicting 2-20 hit points of damage. They can catch like missiles 50% of the time.
Fire giants are impervious to fire, even red dragon breath.
If found in their lair it is 25% likely that they will have 1-4 hell hounds of the largest size as watch dogs. If more than 4 fire giants are encountered in their lair the additional ones will be females (corresponding to frost giants for hit dice and damage/attack), except that if 7 or 8 are encountered the last one or two will be young (roll percentile dice for size).
Chaotic Evil Large Giant (cold, true giant) (15-ft tall)
FREQUENCY: Rare
NO. APPEARING: 1-8 (VII. 1d2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 10 + 1-4 (hp 47)
% IN LAIR: 30%
TREASURE TYPE: giant's bag — In Lair: E
THAC0: 10
MELEE: huge weapon (4d6)
MISSILE: boulder (2d10)
SPECIAL ATTACKS: giant-sized (Str 21), rock throwing (20") - Hits As: +3
SPECIAL DEFENSES: immune to cold, poison resistance, rock catching (40%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (5-10)
MORALE: +53%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LANGUAGES: Giant (frost)
LEVEL: VII (XP 2,250 + 14 per hp)
Frost giants have dead white or ivory skin color, blue-white or yellow hair, and pale blue or yellow eyes. Their build is basically similar to a muscular human, with appropriate size differences. Frost giants wear armor and bear arms similar to those of humans of the northern barbarian sort.
Frost giants more commonly inhabit castles, although they often lair in large frigid caverns.
Adult frost giants are able to hurl rocks from 1" to 20" distances, inflicting 2-20 hit points of damage. They can catch like missiles 40% of the time.
Frost giants are impervious to cold, even white dragon breath.
There is a 50% probability that they will have from 1-6 winter wolves in their lair as watchdogs. If more than 4 frost giants are encountered in their lair numbers 5 and 6 will be females (treat as stone giants with respect to hit dice and damage/attack), and 7 and 8 will be young giants (roll percentile dice to determine size).
Neutral Good (50%) or Evil Large Giant (true giant) (18-ft tall)
FREQUENCY: Very rare
NO. APPEARING: 1-4 (1-6)
SURPRISE: 17% — Others +47% (in foggy areas)
SENSES: infravision, scent
ARMOR CLASS: 1
MOVE: 15"
HIT DICE: 14 (hp 63)
% IN LAIR: 50%
TREASURE TYPE: giant's bag — In Lair: E
THAC0: 8
MELEE: huge weapon or fist (4d6)
MISSILE: boulder (2d10)
SPECIAL ATTACKS: rock throwing (24"), strong (Str 22) - Hits As: +4
SPECIAL DEFENSES: rock catching (45%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average to High
MORALE: +70%
SAVES: Poison 5, Petrify 6, Wand 7, Breath 5, Spell 8
LANGUAGES: Giant (fog/cloud)
LEVEL: VIII (XP 3,950 + 18 per hp)
Fog giants have milk-white skin, silvery white hair and black, penetrating eyes. They love massive ornate swords and prefer armour made from white dragon hides studded with silver.
Fog giants are cousins to the cloud giants and if on very rare occasions as many as six fog giants are encountered, they will always be accompanied by a cloud giant.
Fog giants have very keen hearing and a highly-developed sense of smell. For these reasons, they are surprised only on a 1 (d6). They also have the ability to blend into fog, thus gaining surprise on their opponents (80% chance).
In melee they fight either with the swords they love or with their fists, in either case inflicting 4-24 hit points of damage on their victim. Their armor, if worn, has no effect on their AC which is always treated as 1.
Adult fog giants, like their cloud giant cousins, can hurl rocks from 1" to 24" distance, inflicting 2-20 hit points of damage if they hit. They have a 45% chance of catching similar missiles.
Fog giants speak their alignment language and their own particular dialect of the giant language, unintelligible to all other giants excep cloud giants. They inhabit foggy areas such as marshes, swamps, dense forests and places near the sea coast.
Neutral Evil Large Giant (true giant) (13½-ft tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-4 (VII. 1d2)
SURPRISE: 0% — Others up to +51%
SENSES: infravision, all-around sight, exceptional hearing, scent
ARMOR CLASS: 3 or AC 1 w/shield
MOVE: 9"
HIT DICE: 13 + 1-3 (hp 61)
% IN LAIR: 45%
TREASURE TYPE: giant's bag — In Lair: E
THAC0: 9
MELEE: huge weapon (4d8)
SPECIAL ATTACKS: giant-sized (Str 23) - Hits As: +4
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +67%
SAVES: Poison 5, Petrify 6, Wand 7, Breath 5, Spell 8
LANGUAGES: Giant (fomorian)
LEVEL: VII (XP 2,750 + 18 per hp)
A fomorian will have terrible deformities, such as one arm misplaced; huge feet on short legs; eyes on the side like a fish's or one in the back of the head; a hump on the back; a pointed, long head; flapping ears; a gaping or tiny mouth; a huge nose or snout; and so on. They have scattered patches of hair as tough as wire.
Fomorians are the most hideous, deformed , and wicked of all giantkind. They tend to be solitary, dwelling in forlorn places such as mountain caves or abandoned mines. Their thick, hairy hides, combined with the pelts and odd metal bits they wear for protection, give an effective armor class of 3. The strongest will sometimes have crude shields and better armor, so armor class 2 or even 1 is possible.
Although these deformed monsters move but slowly for their size, they can do so with considerable stealth, and they have +1 to +3 on surprise depending upon the terrain.
Although their deformities prevent them from hurling rocks, these same handicaps aid them so that fomorian giants can never be surprised under normal circumstances. Oddly placed eyes, huge ears, and/or large noses enable them to detect any normal approach.
Weapons used range from huge clubs to chains with heavy metal balls attached.
If encountered in the lair, there is a 25% chance that there will be 1-2 females for every male. There will also be 1-3 young per female. Female fomorians are equal to males, but they get no bonus points to their hit dice. Young fomorians get the following:
Size (d6)
Small (1)
Half-grown (2-3)
Near-adult (4-6)
Hit Dice
7d4
13d4
13d6
Damage
2-8
4-16
4-24
Chaotic Evil Large Giant (true giant) (10½-ft tall)
FREQUENCY: Common
NO. APPEARING: 1-10 (VII. 1d3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 8 + 1-2 (hp 38)
% IN LAIR: 25%
TREASURE TYPE: giant's bag — In Lair: D
THAC0: 12
MELEE: huge weapon (2d8)
MISSILE: boulder (2d8)
SPECIAL ATTACKS: giant-sized (Str 19), rock throwing (20") - Hits As: +2
SPECIAL DEFENSES: poison resistance, rock catching (30%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: +42%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Giant (hill), Ogre (50%)
LEVEL: VII (XP 1,400 + 12 per hp)
Hill giants have tan to reddish brown skins, brown to black hair, and red-rimmed eyes. They typically dress in rough hides or skins. They use any form of weapon available but favor clubs.
Hill giants always dwell in caves or similar underground habitations. These lairs are typically of foresaken areas.
Adult hill giants are able to hurl rocks from 1" to 20" distances, inflicting 2-16 hit points of damage. They are able to catch similar missiles 30% of the time.
50% of hill giants also speak ogre.
Hill giants sometimes have other creatures in their lairs to act as guards; this is 50% likely, and the guarding creatures will be 2-8 dire wolves (50%), 1-3 giant lizards (30%) or a group of 2-8 ogres (20%). If more than 4 hill giants are encountered in their lair numbers 5, 7, and 9 will be giantesses (6 hit dice, and treat as ogres for damage/attack) and 6, 8, and 10 will be young hill giants (roll percentile dice for size).
Chaotic Neutral Large Giant (true giant) (14-ft. tall)
FREQUENCY: Very rare
NO. APPEARING: 1-4 (VII. 1d2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 12 (hp 54)
% IN LAIR: 90%
TREASURE TYPE: giant's bag — In Lair: E
THAC0: 9
MELEE: huge weapon (4d10)
MISSILE: boulder (2d8)
SPECIAL ATTACKS: giant-sized (Str 22), rock throwing (20") - Hits As: +4
SPECIAL DEFENSES: poison resistance, rock catching (30%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: High (13-14)
MORALE: +60%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LANGUAGES: Giant (mountain), Ogre
LEVEL: VII (XP 2,850+16 per h.p.)
Mountain giants have light tan to light reddish-brown skin and dress in rough hides or skins, as do the hill giants.
Mountain giants are rarely encountered outside their lair — a huge cavern carved out of the heart of a rocky mountain.
Like their cousins the hill giants they can hurl rocks from 1" to 20" distance, inflicting 2-16 hit points of damage if they hit. They are able to catch similar missiles 30% of the time.
In melee they strike with huge clubs, inflicting 4-40 hit points of damage.
In addition to their normal tongue, they can all speak the ogre language.
The mountain giant can summon and control other monsters — usually (70%) 6-15 ogres, but sometimes (20%) 4-9 trolls or even (10%) 1-4 hill giants. If a mountain giant is encountered in its lair, it is 75% probable that these creatures will be there, acting as servants and guards.
Giantesses and young mountain giants are rarely encountered - if four mountain giants are encountered in their lair, there will be in addition one female and one young giant (each has hit dice of 8 + 1-2 and 1 attack doing 2-16 hit points of damage; otherwise mountain giants encountered will always be adult males.
Neutral Large Giant (true giant) (12-ft tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-8 (VII. 1d3)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: 12"
HIT DICE: 9 + 1-3 (hp 43)
% IN LAIR: 30%
TREASURE TYPE: giant's bag — In Lair: D
THAC0: 12
MELEE: huge weapon (3d6)
MISSILE: boulder (3d10)
SPECIAL ATTACKS: giant-sized (Str 20), rock throwing (30") - Hits As: +3
SPECIAL DEFENSES: poison resistance, rock catching (90%)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +47%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Giant (stone)
LEVEL: VII (XP 1,800 + 14 per hp)
With their gray to gray-brown skins, dark gray to blue-gray hair, and metallic-looking eyes (silver to steel), stone giants are both striking in appearance and able to blend easily into stoney settings. The latter effect is enhanced by their choice of rock-colored garments. Stone giants are typically armed with stone weapons.
Stone giants inhabit mountainous regions in most cases, dwelling in caves or caverns.
Stone giants are playful at times — especially at night. The adults find great sport hurling rocks from 1'" to 30" distances, causing 3-30 hit points of damage when striking a creature, and stone giants are 90% likely to catch similar types of missiles hurled at them.
They are fond of cave bears and are 75% likely to have 1-4 guarding their lair. If more than 4 stone giants are encountered in their lair numbers 5 and 6 will be females (treat as hill giants with regard to hit dice and damage/attack), and numbers 7 and 8 will be young (roll percentile dice to determine size).
Neutral Large Giant (true giant) (21-ft tall)
FREQUENCY: Rare
NO. APPEARING: 1-4 (IX. 1-2)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 0
MOVE: 15"
HIT DICE: 15 + 2-7 (hp 72)
% IN LAIR: 30%
TREASURE TYPE: giant's bag — In Lair: E, Q (x10), S
THAC0: 8
MELEE: huge weapon (7d8)
SPECIAL ATTACKS: giant-sized (Str 24), lightning - Hits As: +4
SPECIAL DEFENSES: immune to electricity, poison resistance
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional (15-16)
MORALE: +47%
SAVES: Poison 4, Petrify 5, Wand 5, Breath 4, Spell 6
LANGUAGES: Giant (storm)
LEVEL: VII (XP 5,850 + 20 per hp)
The skin coloration of storm giants ranges from pale light green to violet, the former being typical of those specimens which are marine. Green colored storm giants have dark green hair and emerald green eyes, while other storm giants tend towards deep violet or blue-black hair coloration with silvery gray or purple eyes.
The most powerful and respected true giant is the storm giant. These great, generally reclusive creatures inhabit only out-of-the-way places.
Unlike other sorts of giants, storm giants do not hurl rocks, for they have magical properties and spells which they employ instead.
A storm giant is able to hurl a lightning bolt of 8 (8-sided) dice effect once per day.
All storm giants are able to levitate twice per day, lifting weights up to 30,000 gold pieces equivalent in addition to their own body weight.
When they desire to do so, storm giants are able to perform any of the following spells, one at a time, once each per day: predict weather, call lightning (3 bolts of 10-15 x 6-sided dice each), control winds, and weather summoning.
Storm giants are not harmed by electrical energy, even including such discharges as blue dragon breath.
They are able to breathe normally underwater as desired.
Their abodes are typically cloud islands (60%), mountain peaks (30%) or underwater (10%), and there the storm giants build their spacious castles. It is 30% probable that the lairs of storm giants will have animals as guards and/or pets. Storm giants dwelling on cloud islands or mountain peaks will have 1 or 2 rocs (70%) which they will also employ as a riding animal or 1-4 griffons (30%). Those storm giants who dwell underwater will have 2-8 sea lions.
Note that storm giants dwelling underwater are able to cast lightning bolts and move at normal speed.
Each bag will hold the giant's wealth in various coins of 1d6 x 1,000 coins as well as personal effects and 2d4 items from the following list. Coins are gold based on d% then distributed as follows: cp (40%), sp (30%), ep (20%), pp (10%).