Giant 7 (21)

Early Access

Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall, giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so powerful that they can trigger natural disasters on their own.

Motive: Destruction

Environment: Underground, deserts, mountaintops, and similar desolate areas

Health: 40

Damage Inflicted: Major wound

Armor: 1

Movement: Short

Modifications: Dodge as level 5 due to size; breaks and throws objects as level 8; sees through deceptions and tricks as level 3

Combat: Giants smash foes with their fists, possibly catching up to three human-sized targets with the same attack if all the targets are in immediate range of each other.

If a giant attacks a single creature, they can choose to hit for a major wound or grab and inflict a moderate wound. On the grabbed foe’s turn, they can attempt a Might task to struggle out of the grip, a Speed task to slip out, or an Intellect task to distract the giant. If the foe fails, on the giant’s next turn they squeeze the foe for a major wound or throw them as high and as far as they can. Damage on impact varies, depending on the environment, but typically inflicts a major wound (ignores armor).

A few giants can generate storms, tidal waves, earthquakes, and similar phenomena that can lash an area up to 1,000 feet (300 m) across for up to a minute, inflicting a minor wound each round to all creatures not protected by structures designed for this abuse.

Interaction: Most giants are not very bright. When a giant is rampaging, someone could attempt to distract them by singing, juggling, or doing some other trick, which some giants will pause to watch for at least one or two rounds.

Use: A giant came down out of the mountains and laid waste to half the nearby village. Survivors will pay someone to venture into the giant’s mountain lair and destroy the creature.

Loot: Individual giants carry little, but a giant’s lair may contain currency equivalent to 1d6 expensive items, 1d6 manifest cyphers, and a couple of artifacts.

GM Intrusion: The giant’s attack also sprains one of the character’s limbs, making it useless until they use a ten-minute or longer non-rest recovery.