GIANT
-
Giants are huge
humanoids. <technically, not humanoids, in theory>
There are six major races
of giants, <referred to as a race: cf. DMG.21>
each race having some similarities
and many differences from the others. <FF, MM2: revise>
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 STR,
they are able to pick up cocks
and hurl them as if the
missile were shot from a catapult, but without the min. 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 on
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 HP
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.
Q: Does a giant or
other large monster
get strength bonuses?
A: No, not unless
the creature?s description
says it does. Monsters?
strength bonuses
are usually subsumed in
their damage
ranges. For special encounters,
you can
assign monsters weapon types
and damage
ranges (DRAGON issue #109
contained an
article on giants'
strength bonuses and
weapons),
but be sure to alter their
XP value if you do.
(131.63)
Q: Most giants can
catch missiles;
what missiles can they catch?
A: Giants have a chance
to catch boulders
hurled by other giants or
by siege engines.
They cannot catch arrows,
ballista bolts,
or other compact and streamlined
missiles.
(131.63)
FIEND FOLIO
Giant
-
| Cloud Giant | Firbolg | Fire Giant | Fog Giant | Fomorian Giant |
| Frost Giant | Hill Giant | Mountain Giant | Stone Giant | Storm Giant |
| - | - | Verbeeg | - | - |
Giants are huge humanoids. In addition to the six major races of
giants (see AD&D MONSTER
MANUAL - Giant), there are at least these two sub-races. Common
characteristics are given here, while the unique features of each subrace
is detailed under the heading appropriate to each.
All giants are very strong, with strengths ranging from 21 to 30 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 restriction of the device.
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.
GIANT (MM2)
Giants are huge humanoids. Thereare 6 major races of giants
described
in MONSTER MANUAL I as well as minor races
listed below and in the
FIEND FOLIO TOME. Each race has
some similarities to and many differences from
theothers. Common characteristics can be found in MONSTER
MANUAL I, "Giant."
Joe Maccarrone wrote:
Thank you -- that clears
it all up, and I do hope these ratings become 'official' C&C.
In any event, they will
be official at my table.
Joe
I did send that on to those
that are concerned at TLG.
The HD and damage bonus system
does make humanoids a good deal more in the "worthy opponent" class...
and gives the
ranger PC a good deal more value to the PC party facing such antagonists.
When fighting giants my PCs
want cloaks of displacement,
AC of at least 0,
and rings
of regeneration along with girdles
of giant strength and weapons enchanted to at least +3.
Cheerio,
Gary
I
say that as barbarians get d12 for HPs,
then clearlly extrapolation of the same principle must apply to large and
vigorous creatures.
This mitigates the potential
increase in PC prowess.
As a matter of fact, adult
critters were assigned 7-12 HPs per HD in
my AD&D campaigm--have been given the
same in what I have designed for the C&C game system.
Also,
with increase in damage due to Strength, all large and powerful monsters,
including ogres and giants, gain a damage bonus
equal to their number of HD.