Giants - ROM, 11/Jan/01


Storm: req'd STR: 18(76) (+3,+4; 20)
 7th: Predict Weather once/day,
      limited control over weather.
 8th: Lightning Bolt (8D8) once per day.
10th: Call Lightning (LevelD6) once/day.
12th:   "     "
13th: Control Winds once/day
14th: as 10th.
15th: Weather Summoning once/day

All may levitate twice/day lifting in addition up to a quarter of their body weight (not counting armour). All are as if wearing a Ring of Electrical Protection, and can Waterbreath at will.

Level   1    2    3    4    5    6    7    8    9    10   11   12
Height  6'   8'   10'  12'  14'  16'  18'  19'  20'  21'  22'  23'
Damage 1D8  1D10 1D12 2D6  2D8  2D12 3D8  3D12 4D8  3D12 6D6  4D10 

Level   13   14   15
Height  23'  24'  24'
Damage 5D8  7D6  7D6

Cloud: req'd STR: 18(51) (+3,+3; 19)

Keen sense of smell- only surprised on half normal chance. May levitate twice/day lifting in addition up to a quarter of their body weight (not counting armour).

Level   1    2    3    4    5    6    7    8    9    10   11   12
Height  6'   8'   10'  12'  14'  16'  17'  18'  19'  19'  20'  20'
Damage 1D8  1D10 1D12 2D6  2D8  2D12 3D8  4D6  3D10 3D12 6D6  6D6

Fire: req'd STR: 18(01) (+2,+3; 18)

As if wearing a Ring of Fire Resistance.

Level   1    2    3    4    5    6    7    8    9    10    11
Height  6'   7'   8'  8'6"  9'  9'6"  10' 10'6" 11' 11'6"  12'
Damage 1D8  1D8  1D10 1D12 2D6  2D8  2D12 3D8  3D10 5D6   5D6

Frost: req'd STR: 17

As if wearing a Ring of Cold Resistance.

Level   1    2    3    4    5    6    7    8    9    10
Height  6'   8'   10'  12'  13'  14'  15'  16'  17'  18'
Damage 1D8  1D8  1D10 1D12 2D6  2D8  2D10 2D12 3D8  4D6

Stone: req'd STR: 16

Throw boulders for STR LevelD10 damage, range 30".

Level   1    2    3    4    5    6    7    8    9
Height  6'   8'   9'   10'  11'  12'  13'  14'  15'
Damage 1D8  1D8  1D10 1D12 2D6  3D4  1D16 2D8  3D6

Hill: req'd STR: 15

Level   1    2    3    4    5    6    7    8
Height  6'   7'   8'   9'   10'  11' 11'6" 12"
Damage 1D8  1D8  1D10 1D12 2D6  3D4  1D16 2D8

Giant Strength Level

Sometimes abbreviated STR Level. A giant's STR damage bonus (if any) is multiplied by his/her Strength Level, which depends on their level.

                 Strength Level
Type    1    2    3    4    5     6     7
Storm  1-3  4-5  6-7   8   9-10 11-13 14-15
Cloud  1-3  4-5  6-7  8-9   10  11-12   -
Fire   1-4  5-6  7-8   9  10-11   -     -
Frost  1-4  5-6  7-9   10   -     -     -
Stone  1-4  5-8   9    -    -     -     -
Hill   1-4  5-8   -    -    -     -     -

Giants gain no hit probability and damage bonus unless they have a Strength above the minimum, e.g. a Frost Giant with 18(76) Strength (+3,+4; 20) would be (+1,+2). If gain magic armour and weapons etc before above human size (8') then these will "grow" with the giant. Giants hit on the Monster not the Men Attacking tables (typically +1 Hprob on Fighters).

Hurl Rocks

                  Strength Level
         1    2    3    4    5     6     7
Damage   -   2D8  2D8  2D10 2D10  2D12  2D12
Catch    -   30%  30%  40%  50%   60%   70%
Range    -   20"  20"  20"  20"   24"   24"
Catch   50%  70%  90%   -    -     -     -
(Stone
 Giant)

Giant Strength Modifiers

Strength: 15  16   17  18(01-50) 18(51-75) 18(76-90) 18(91-99) 18(00)
Hill       0 +1,0 +1,+1 +2,+2     +2,+3     +3,+3     +3,+4     +4,+5
Stone      -   0  +1,0  +1,+1     +2,+2     +2,+3     +3,+3     +3,+4
Frost      -   -    0   +1,0      +1,+1     +1,+2     +2,+2     +2,+3
Fire       -   -    -     0       +1,0      +1,+1     +1,+2     +2,+2.5
Cloud      -   -    -     -         0       +1,+1     +1,+2     +2,+2.25
Storm      -   -    -     -         -         0       +1,+1     +1,+2

Strength: Level 2
          15   16   17    18    19    20    21    22   Level
Hill     21/0 26/0 32/+2 34/+4 36/+6 38/+6 40/+8 42/+10   5
Stone      -  21/0 26/0  32/+2 34/+4 36/+6 38/+6 40/+8    5
Frost      -    -  21/0  26/0  32/+2 34/+4 36/+4 38/+6    5
Fire       -    -    -   21/0  26/0  32/+2 34/+4 36/+5    5
Cloud      -    -    -     -   21/0  26/+2 32/+4 34/+5    4
Storm      -    -    -     -     -   21/0  26/+2 32/+4    4

Strength: Level 3
          16   17   18    19    20    21    22   Level
Stone    32/0 39/0 48/+3 51/+6 54/+9 57/+9 60/+12   9
Frost      -  32/0 39/0  48/+3 51/+6 54/+6 57/+9    7
Fire       -    -  32/0  39/0  48/+3 51/+6 54/+8    7
Cloud      -    -    -   32/0  39/+3 48/+6 51/+7    6
Storm      -    -    -     -   32/0  39/+3 48/+6    6

Strength: Level 4
          17   18   19    20    21    22   Level
Frost    42/0 56/0 64/+4 68/+8 72/+8 76/+12  10
Fire       -  42/0 56/0  64/+4 68/+8 72/+10   9
Cloud      -    -  42/0  56/+4 64/+8 68/+9    8
Storm      -    -    -   42/0  56/+4 64/+8    8

Strength: Level 5
          18   19   20    21     22   Level
Fire     53/0 65/0 80/+5 85/+10 90/+13  10
Cloud      -  53/0 65/+5 80/+10 85/+11  10
Storm      -    -  53/0  65/+5  80/+10   9

Strength: Level 6
          19   20    21     22    Level
Cloud    63/0 78/+6 96/+12 102/+14  11
Storm     -   63/0  78/+6   96/+12  11

Strength: Level 7
          20   21    22    Level
Storm    74/0 91/+7 112/+14  14

The first table give the H.prob bonus that a giant gains from Strength, and the damage bonus at Strength Level one. The following tables give the effective Strength (in Extrapolated Strength) of each giant type at each Strength Level, and the level given at the end of each table is the level to be reached to gain this Strength Level. The value following the slash ('/') is the damage bonus gained from the effective Strength by that giant type, fractions are rounded down, halves or more are rounded up.

Giant Notes

Equipping a giant (of above 8') usually gives problems. It is assumed either that equipment comes in 4' "height bands", i.e. fits up to 4', 4'-8', 8'-12', etc; or will fit if the previous wearer was plus or minus 2', i.e. assume human equipment centres on 6', hence 4'-8'. One problem is that a giant's growth may "produce" more of a rare material, e.g. mithral, demon hide; if desired then the original size of equipment could be recorded, to be returned to if the enchantment is destroyed.

A giant's height assumes an average size (10.5 on 3D6), however a Size stat may be thrown if required. The giant's height and weight is then found from the human tables (e.g. Dragon #10), and a height and weight factor found by dividing these by the human average. A giant's height at a specific level is found by multiplying this height factor by the height given in the spec. A giant's weight is found similarly; a table for weight at different heights is found in Dragon #13, partially reproduced below. A variant would be to extend the Build throw in Dragon #10 so that Fire Giants have Medium, Heavy or Super Heavy build, considering their great strength but small stature.

Height Weight(lb)   Height Weight(lb)   Height Weight(lb)
 5'8"    160         12'    1510         19'    6050
  6'     185         13'    1930         20'    7010
  7'     300         14'    2240         21'    8140
  8'     450         15'    2950         22'    9075
  9'     630         16'    3600         23'   10675 
 10'     875         17'    4340         24'   12130
 11'    1175         18'    5120

As noted various giants are resistant to various effects. A local rules variant is that they are resistant until over half grown, when they become immune, e.g. Fire Giants are immune to all forms of fire. Being immune causes vulnerability to the opposite effect, generally -2 saving throw and +1 per dice of damage, e.g. Fire Giants are -1 saving throw and +1 per dice of damage against Cold spell, when 7th+ level.

Adult Giant Options

Fully adult giants might be allowed some extra capabilities, though they will generally have to learn these in some way. This is a DM option.

Hill Giants may learn how to find and conceal paths through hills and mountains, so that only the greatest trackers or use of ancient lore can find them again, or even very rarely deal with Great Powers to become guardian of a portal between the worlds, which grants them great longevity.

Stone Giants may learn the secrets of stone so as to create almost invisible (secret) doorways in rock walls, and even rarely become skilled artificers and engineers with rock.

Frost Giants may learn the magics of cold, with skill up to a magic-user of level equal to half their hit dice, and even rarely learn the secrets of binding enabling the prevention and releasing of avalanches, and stopping ice melting until above 25degC (73degF).

Fire Giants may learn the secrets of fire so as to become great smiths and artisans, and even rarely learn the means of opening elemental and para elemental gateways to planes at least partially of fire, and elsewhere on the prime material plane very near volcanoes.

Cloud Giants may learn the secrets of creating cloud islands, which they typically start work on in isolated valleys, suitable for quarrying the rock for their castles. Rarely some learn to control the winds, at least enough to direct where their islands go. Some fixed location cloud castles are even more magical, and appear on the clouds in the sky if there are any, or in a permanently misty valley otherwise.

Storm Giants may learn the same secrets of creating cloud islands as Cloud Giants, though they control the winds anyway, and learn how to create underwater castles which automatically give the ability to breathe water to all who enter them, with optional free movement as well, and waterbreathing which may be turned on or off on the path which leads to the castle from the surface.


(c) Rory O. McLean, Jan. 2002
    Permission granted to use for non-profit making purposes