The following creatures are suitable for acampaign that includes the psionics rule book. Thecreatures are intended for use in a fantasycampaign, although they can also be readilyadopted for use in modern or science fictionsettings.
All giants speak Giant. Those with Intelligencescores of 10 or higher also speak Common.
Giants relish melee combat. They favor massivetwo-handed weapons and wield them withimpressive skill. They have enough cunning tosoften up a foe with ranged attacks first, if they can.A giant’s favorite ranged weapon is a big rock.
Rock Throwing (Ex):
Adult giants areaccomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giantof at least Large size can hurl rocks weighing 40 to50 pounds each (Small objects) up to five rangeincrements. The size of the range increment varieswith the giant’s variety. A Huge giant can hurlrocks of 60 to 80 pounds (Medium objects).
Rock Catching (Ex):
A giant of at least Largesize can catch Small, Medium, or Large rocks (or projectiles of similar shape).Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as afree action. The DC is 15 for a Small rock, 20 for aMedium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls,the DC increases by that amount.) The giant must be ready for and aware of the attack in order tomake a rock catching attempt.
Robert J. Hall.
Large Giant (Earth)Hit Dice:
13d8+52 (110 hp)
40 ft. (8 squares)
23 (-1 size, +2 Dex, +13 natural),touch 11, flat-footed 22
Masterwork falchion +16 melee(2d6+7/18–20); or spear +9 ranged (1d8+7/x3)
Masterwork falchion +16/+11 melee(2d6+7/18–20); or spear +9/+4 ranged (1d8+7/x3)
10 ft./5 ft.
Mind wrench, psi-like abilities,rock throwing
Immunity to electricity, low-light vision, rock catching, spell resistance 24
Fort +12, Ref +6, Will +5
Str 24, Dex 15, Con 18, Int 17, Wis 13,Cha 14
Climb +8, Craft (any one) +7, Diplomacy+5, Knowledge (any two) +8, Listen +5, Spot +5
Alertness, Expertise, Two-Weapon Fighting,Weapon Focus (falchion)
Elemental Plane of Earth
Solitary, family (3–5 plus 35%noncombatants plus 1 psion or psychic warrior of 4
level plus 2–5 Medium earth elementals or 1– 4 minor xorn), or band (6–9 plus 1 psion or psychicwarrior of 4
level plus 2–5 Medium earthelementals or 1–4 minor xorn)
Usually lawful neutral or lawful good
By character class
This giant has a lean, humanoid build with anorange-brown flesh, glistening dark hair, and a well-formed, handsome face with eyes that gleam withinterest.
This race of giants is named for their prominentorange-brown flesh. Their dark hair has a metallicluster that shimmers in the light. As giants go, theseare not particularly large beings, being slightlyshorter in height than a hill giant. However their clever minds more than make up for their relativelydiminutive stature. Native to the elemental plane of earth, these beings have a strong affinity for metals andminerals. Indeed their hard flesh is saturated withcold iron, making them both highly resistant toarcane magic and unable to practice the arcanemagical arts. In compensation though, rust giantsare particularly proficient with psionic powers.Rust giants normally speak Common, Dwarven,Giant, and Terran.
Rust giants enjoy the martial arts, and are oftenwell trained at fighting with a variety of weaponsand weapon styles. Against an honorable foe they prefer a fair fight, and will even hold their psionicabilities in reserve if they believe it would give an3