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Giant, Gegenees, the Six-Armed Scourge

Gegenees
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The Gegenees are colossal giants, towering above even the tallest heroes. Their most distinctive feature is their six muscular arms, arranged in pairs along their torso, giving them a fearsome and formidable presence. Their skin is often described as coarse and earth-toned, resembling the rocky terrain they inhabit. Their faces are brutish and grotesque, with deep-set eyes that glint with malice, and their bodies are adorned with ragged fur or primitive armor made from animal hides and stone. Some accounts also suggest that their hands are disproportionately large, capable of crushing boulders or grappling entire ships.

Behavior
These creatures are violent and territorial by nature. The Gegenees are quick to anger and respond to perceived threats with brute force. They are not known for their intelligence but display a cunning sense of strategy when attacking in groups. They thrive on intimidation, often roaring and bellowing to strike fear into their enemies before engaging in combat. Solitary by preference, they only gather to defend their territory or fend off intruders.

Habitat
The Gegenees are said to inhabit remote, mountainous islands, with their most famous dwelling being Bear Mountain (or Mysia in some versions). Their lairs are typically rocky caves high above sea level, surrounded by jagged cliffs and treacherous terrain. These locations provide a natural defense against invaders and a commanding vantage point to spot intruders approaching by land or sea.

Modus Operandi
The Gegenees are ambush predators. They rely on their superior strength and multiple arms to overwhelm their enemies. When ships or travelers come too close to their territory, the Gegenees hurl massive boulders from their mountain perches to sink vessels or crush invaders. In close combat, they utilize their six arms to devastating effect, wielding crude weapons like clubs or fighting barehanded, striking multiple blows in rapid succession.

Motivation
The Gegenees are primarily driven by a primal instinct to defend their territory. They view any outsider as a threat and react aggressively to maintain dominance over their domain. In myth, their actions against the Argonauts are motivated by a desire to protect their land from intrusion and maintain their status as the island’s ultimate predators. Unlike other mythological creatures, the Gegenees do not seem to serve any higher gods or causes, instead acting as chaotic forces of nature embodying the dangers of the untamed world.


  • Gegenees 5e
  • Gegenees Pathfinder
Gegenees
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Huge Giant, Chaotic Evil


Armor Class: 17 (Natural Armor)
Hit Points: 210 (20d12 + 80)
Speed: 40 ft.


STRDEXCONINTWISCHA
24 (+7)12 (+1)18 (+4)8 (-1)10 (+0)9 (-1)

Saving Throws: Str +11, Con +8, Dex +5
Skills: Athletics +11, Perception +4
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Giant
Challenge: 12 (8,400 XP)


Traits

Multi-Armed Fury. The Gegenees has six arms, allowing it to make up to six attacks per turn, though no more than two of these can be made with thrown weapons or boulders.

Rock Throwing. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 35 (6d10) bludgeoning damage.

Mountain Stride. The Gegenees can move across difficult terrain made of rocks or uneven ground without expending extra movement.

Brutal Strength. When the Gegenees hits with a melee weapon attack, it adds an extra 7 (2d6) damage.

Siege Monster. The Gegenees deals double damage to objects and structures.


Actions

Multiattack. The Gegenees makes three melee attacks or two ranged attacks (with rocks or thrown weapons).

Crushing Blow (Recharge 5–6). The Gegenees uses all six arms to deliver a devastating blow. Each creature within a 15-foot cone must make a DC 19 Strength saving throw. On a failed save, a creature takes 42 (8d10) bludgeoning damage and is knocked prone. On a success, a creature takes half damage and remains standing.

Sweeping Strikes. Melee Weapon Attack: +11 to hit, reach 10 ft., one or two targets. Hit: 25 (3d10 + 7) bludgeoning damage. The Gegenees can strike up to two targets within range, splitting the damage equally between them, using its fists or forearms to knock opponents aside with overwhelming force.

Boulder Barrage (Recharge 6). The Gegenees hurls two massive boulders at different targets within range. Each attack has +11 to hit, range 60/240 ft., and deals 35 (6d10) bludgeoning damage.


Legendary Actions (3/Day)

Earthquake Stomp (Costs 2 Actions). The Gegenees stomps the ground, creating tremors in a 20-foot radius. Each creature in the area must succeed on a DC 17 Dexterity saving throw or fall prone. Structures and objects take 50 bludgeoning damage.

Reposition. The Gegenees moves up to half its speed without provoking opportunity attacks.

Rock Shield. The Gegenees raises a boulder as a makeshift shield, gaining +4 AC until the start of its next turn.


Tactics

  • Opening Moves: The Gegenees begins combat by hurling boulders to weaken or scatter its enemies.
  • Close Combat: Once enemies close the distance, it uses Crushing Blow to knock them prone, followed by Sweeping Strikes with its six arms to target multiple foes.
  • Crowd Control: It employs Earthquake Stomp to destabilize groups and maintain dominance over the battlefield.
  • Defensive Retreat: If heavily injured, it uses Reposition to retreat to higher ground, where it resumes throwing boulders.

The Gegenees thrives in rugged terrain, using its Mountain Stride to its advantage, leveraging its environment to trap or corner enemies. Its six arms make it a relentless foe, overwhelming adventurers with its sheer volume of attacks and brutal strength.

Gegenees
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Tattoos cover the blue skin of this towering, six-armed giant, and large tusks jut from his lower jaw.

Gegenees CR 16

XP 76,800
CN Huge monstrous humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +24

DEFENSE

AC 30, touch 10, flat-footed 28 (+2 Dex, +20 natural, –2 size)
hp 250 (20d10+140)
Fort +13, Ref +14, Will +13

OFFENSE

Speed 50 ft.
Melee club +26/+21/+16/+11 (2d6+12), 2 heavy picks +26 (2d6+8/×4), 2 slams +21 (2d6+4 plus grab) or 6 slams +26 (2d6+8 plus grab)
Ranged spear +20/+15/+10/+5 (3d6+8/×3), 2 spears +20 (3d6+8/×3)
Space 15 ft.; Reach 15 ft.
Special Attacks clobber, extra attacks, multiweapon mastery

STATISTICS

Str 26, Dex 14, Con 25, Int 10, Wis 13, Cha 11
Base Atk +20; CMB +30 (+32 bull rush, +34 grapple); CMD 42 (44 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Intimidating Prowess, Power Attack, Quick Draw, Staggering Critical, Stunning Critical
Skills Climb +16, Craft (any one) +6, Intimidate +31, Perception +24, Stealth +17, Survival +11, Swim +16
Languages Giant

SPECIAL ABILITIES

Clobber (Ex)

When a gegenees damages a creature with three or more successful melee attacks in the same round, the gegenees can perform an awesome blow combat maneuver against the creature as a free action. If the awesome blow succeeds, the target must succeed at a DC 30 Fortitude save or be dazed for 1d4 rounds, in addition to the normal effects of the awesome blow. The save DC is Strength-based.

Extra Attacks (Ex)

When a gegenees attacks as a standard action, it can make two additional attacks, even if its movement would normally restrict it to one attack. These additional attacks must be made with its other arms, and are made at its highest base attack bonus with a –2 penalty.

ECOLOGY

Environment any temperate or warm land
Organization solitary, hunting party (2–5), or clan (6–25 plus 1 clan headman [barbarian, druid, or ranger of 4th–8th level] and 3 venerable mothers [oracles or witches of 3rd–5th level])
Treasure standard

The gegenees are a race of six-armed giants who dwell in lands far from civilization. They prefer weapons such as clubs and spears, dress in skins and furs, and embellish their bodies with elaborate tattoos and ritual scarification. Though not malevolent, gegenees are territorial, superstitious, and exceptionally xenophobic.

They have an innate distrust for arcane spellcasters in particular, and gegenees with innate sorcerous talents are quickly exiled from their clans.

Gegenees tattoos are stylized patterns that tell the story of the individual as well as the histories of that gegenees’s most honored forebears.

Consequently, gegenees are particularly infuriated by creatures that attempt to copy their tattoo patterns for aesthetic purposes, as this is tantamount to laying claim to the family legacies of the gegenees.

Each gegenees clan is guided by a chieftain, who is advised by the venerable mothers— the clan’s three oldest and most revered women. Possessing great wisdom and supernatural gifts, the venerable mothers are also blind, for they pluck out their eyes to prove their devotion to the clan. Their every word is considered sacrosanct.

Gegenees are 21 feet tall and weigh 14,000 pounds.

Venerable Mother

Venerable mothers develop powerful abilities in exchange for their loss of sight. They have Charisma scores of at least 15 as well as the clouded vision oracle curse as a 20th-level oracle. Once per day, they can use commune with nature, legend lore, and true seeing as spell-like abilities.

Exceptional venerable mothers typically advance with oracle levels.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

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