FIRBOLG

-
FREQUENCY: Very rare (remote and wild places)

FREQUENCY: Very rare ([Cold Wilderness Mountains], [Cold Wilderness Forest], [Cold Wilderness Plains])

FREQUENCY: Very rare ([Temperate Wilderness Mountains], [Temperate Wilderness Forest], [Temperate Wilderness Plains])

FREQUENCY: Very rare ([Dungeon Level VIII])

NO. APPEARING: 1-4 or 4-16 <%: 01-90 = 1-4 .... 91-00 = 4-16> <correct?>
ARMOR CLASS: 2
MOVE: 15"
HIT DICE: 13 + 2-7
% IN LAIR: 45%
TREASURE TYPE: Individuals [M] (x 10), [Q]; in lair [E], [Y]
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon type + 10 (strength bonus) <correct? there is a typo at the original>
SPECIAL ATTACKS: [SB]
SPECIAL DEFENSES: [SB]
MAGIC RESISTANCE: 15%
INTELLIGENCE: Average to genius
ALIGNMENT: Neutral (chaotic good)
SIZE: L (10 1/2' tall)
LEVEL/X.P. VALUE: VIII | 3650 + 18

SAVES, 13 + 2-4: 5.6.7.5.8
SAVES, 13 + 5-7: 4.5.6.4.7

Of the minor races of giantkind,
the firbolg is the most powerful.
They are cautious, crafty, and have considerable magical power.
They have learned to distrust (and fear) humans,
and will only be found in remote and wild places.
Ninety percent of encounters will be with small groups of firbolgs or a lone wanderer.
Ten<10> percent of the time,
however,
the meeting will be with an enclave of several groups meeting for some purpose.
Firbolgs prefer 2-handed swords and great halberds as weapons.
All firbolg weapons are very large,
so they use their preferred human-made weapons with just one hand and their own with 1 or 2 hands.
Their double sized clubs, axes, spears, etc., inflict double normal weapon damage when used with both hands.

Firbolgs with 1 hand free are able to bat away missiles such as arrows, bolts, bullets, darts, and stones or catch such projectiles as javelins, spears, and boulders.
They can do this twice per round, succeeding on a 6 or better on 1d20 (75% chance).

In addition to MR,
each firbolg has (by hit dice regardless of age) innate spell-like powers usable at will,
1 per round,
when not otherwise engaged in melee combat.
These powers are:
    detect magic, <c? d? mu? i?>
    diminution as potion (double effect and double maximum duration),
    [fool's gold],
    [forget],
    and [alter self].
Each is usable once per day.

There is a 5% chance per firbolg encountered that 1 in the group will be a shaman type.
However, in addition to the standard shaman spells,
Firbolg shamen are able to use 2 1st-level illusionist spells per level, <make link>
determined randomly.
At 6th and 7th levels,
firbolg shamen gain 2nd-level illusionist spells, <make link>
likewise determined randomly.
    Thus,
    a 7th level shaman will have 10 1st level and 4 2nd-level illusionist spells in addition to all other spells and spell-like powers.

<
Sh1 1, 2i1
Sh2 2, 4i1
Sh3 2, 1, 6i1
Sh4 3, 2, 8i1
Sh5 3, 3, 1, 10i1,
Sh6 3, 3, 2, 10i1, 2i2
Sh7 3, 3, 2, 1, 10i1, 4i2
>

These human-looking giants will not always greet strangers with open arms,
but usually firbolgs will not try to kill them (unless given provocation, of course).
They do,
however,
enjoy appearing as little people and duping humans out of their treasure.