Humanoid Gargantua,
“The Forgotten Colossus”
“Towering above mountains with a human grin and a god’s wrath, the Humanoid Gargantua isn’t just a giant — it’s the apocalypse in flesh!”

The Humanoid Gargantua is a towering abomination, easily exceeding 200 feet in height, with grotesquely exaggerated human features. Its skin is a patchwork of thick, calloused flesh and biomechanical growths that pulse with unnatural energy. Its face mimics human emotion but grotesquely magnified—its smile stretches far too wide, and its eyes glow with fractured intelligence. Veins the size of tree trunks throb beneath its semi-translucent skin, and its voice—when heard—sounds like a city collapsing in slow motion.
Behavior
The creature moves with disturbing purpose, as if recalling a forgotten instinct. Despite its enormous size, it shows unsettling grace, often pausing mid-destruction to examine small lifeforms with childlike curiosity—or sudden malice. It does not communicate traditionally but emits seismic pulses and low-frequency sounds that drive animals mad and distort arcane energies. It displays signs of memory, possibly of a former life or identity, sometimes mimicking gestures of humanity: reaching out, kneeling, or miming speech.
Habitat
Rare and catastrophic, Humanoid Gargantuas are born not of nature but of catastrophe—emerging from tectonic rifts, arcane singularities, or the sites of ancient divine wars. They are drawn to places of great emotion or power: ruined cities, forgotten battlefields, or active magical nexuses. Wherever one walks, the land becomes cursed—vegetation withers, gravity warps, and time stutters.
Modus Operandi
The Gargantua doesn’t hunt—it conquers by existing. Its primary weapons are its sheer mass, seismic stomps, and building-sized limbs, but it can also unleash devastating energy pulses or emit a psychic scream that causes madness in a five-mile radius. It can sense magical and emotional “heat,” seeking out sources of power or fear. When enraged, it enters a berserker state, uprooting mountains and disintegrating entire armies with swings of its arms or body.
Motivation
Whether a failed god, an ancient experiment, or a living curse, the Humanoid Gargantua is driven by a fragmented will—a pull toward reunification with something long lost: a creator, a memory, or its soul. It may appear to act randomly, but closer study suggests it’s following patterns—circles, spirals, or ancient migration paths. Some scholars believe it is trying to find its origin; others believe it’s trying to forget.
Humanoid Gargantua 5e
Humanoid Gargantua, Pathfinder
Humanoid gargantua 3.5
Humanoid Gargantua

Colossal Aberration (Titan), Chaotic Neutral
Armor Class 27 (natural armor)
Hit Points 900 (48d20 + 384)
Speed 60 ft., climb 40 ft.; ignores difficult terrain
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 34 (+12) | 14 (+2) | 28 (+9) | 17 (+3) | 18 (+4) | 22 (+6) |
Saving Throws Str +19, Con +17, Wis +12, Cha +13
Skills Perception +12, Intimidation +13
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Stunned, Poisoned
Senses Truesight 120 ft., Tremorsense 350 ft., Passive Perception 22
Languages Understands Primordial and Celestial but does not speak
Challenge 27 (900,000 XP) • Mythic
Proficiency Bonus +8
Traits
Legendary Resistance (3/Day).
If the Gargantua fails a saving throw, it can choose to succeed instead.
Titanic Presence.
Any creature that starts its turn within 60 feet of the Gargantua must succeed on a DC 22 Wisdom saving throw or be frightened until the start of its next turn.
Aura of Dread.
While the Gargantua is conscious, all creatures within 1 mile have disadvantage on saving throws against being frightened or charmed.
Actions
Multiattack.
The Gargantua makes two Slam attacks and one Stomp attack.
Slam. Melee Weapon Attack: +19 to hit, reach 30 ft., one target.
Hit: 47 (7d12 + 12) bludgeoning damage.
If the target is a creature, it must succeed on a DC 24 Strength saving throw or be grappled (escape DC 24).
Stomp. Melee Weapon Attack: +19 to hit, reach 15 ft., all creatures in a 30-foot radius.
Hit: 58 (9d12 + 12) bludgeoning damage.
Targets must also succeed on a DC 24 Dexterity saving throw or be knocked prone and stunned until the end of their next turn.
Psychic Scream (Recharge 5–6)
The Gargantua emits a mind-breaking psychic roar in a 300-foot cone.
Each creature in the area must succeed on a DC 24 Intelligence saving throw or take 68 (13d10) psychic damage and be stunned for 1 minute.
A creature may repeat the save at the end of each of its turns. On a successful save, it takes half damage and isn’t stunned.
Legendary Actions
The Gargantua can take 3 legendary actions, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature’s turn.
It regains spent legendary actions at the start of its turn.
- Move. The Gargantua moves up to half its speed without provoking opportunity attacks.
- Slam. The Gargantua makes one Slam attack.
- Roar (Costs 2 Actions). The Gargantua emits a deafening roar. Each creature within 120 feet must succeed on a DC 22 Constitution saving throw or be deafened and frightened until the end of its next turn.
- Seismic Slam (Costs 2 Actions). The Gargantua pounds the ground. Each creature within 60 feet must succeed on a DC 24 Dexterity saving throw or fall prone and take 44 (7d12) bludgeoning damage. Structures take double damage.
Mythic Trait — Phase Two: Wrath of the Forgotten
When reduced to 0 hit points for the first time, the Gargantua doesn’t die. Instead, it enters a second mythic phase:
- It regains 350 hit points, grows more massive, and emits a wave of psychic force.
- Slam and Stomp attacks deal an additional 25 damage.
- Gains resistance to all damage except radiant and force.
- Psychic Scream recharges on a 4–6.
- It emits an Aura of Madness: Creatures that start their turn within 60 feet must succeed on a DC 24 Wisdom saving throw or be affected by the confusion spell for 1 minute (save ends at end of turn).
Lair & Regional Effects
The Humanoid Gargantua’s “lair” is not a chamber but a devastated swath of the world known as The Shattered Dominion, spanning up to 30 miles in every direction.
Lair Actions (Initiative count 20, losing ties)
The Gargantua can take one of the following lair actions:
- Seismic Shockwave. The Gargantua slams the ground, causing a shockwave in a 90-foot radius. Each creature on the ground must succeed on a DC 24 Dexterity saving throw or take 22 (4d10) bludgeoning damage and fall prone. Structures take double damage.
- Gravity Flux. Gravity distorts until the next round. Movement speeds (except the Gargantua’s) are halved, and ranged attack rolls against it have advantage.
- Trembling Earth. The ground under a 30-foot square within 120 feet becomes unstable. Creatures on it must succeed on a DC 24 Strength saving throw or be restrained by shifting debris until the start of their next turn.
- Pulse of Madness. A 30-foot radius around the Gargantua pulses with psychic energy. Each creature must succeed on a DC 24 Wisdom saving throw or act as if affected by the confusion spell until the end of their next turn.
Regional Effects
While the Gargantua remains within the region, the following magical effects radiate from its presence:
- Unending Tremors. Constant seismic activity renders all natural terrain within 30 miles as difficult terrain.
- Reality Shear. Magical teleportation and planar travel into or out of the region fail unless the caster succeeds on a DC 22 Intelligence saving throw.
- Whispers of the Broken Mind. Creatures with an Intelligence or Wisdom score of 8 or lower that enter the region must succeed on a DC 20 Wisdom saving throw or suffer short-term madness (as described in the Dungeon Master’s Guide).
- Beast Exodus. All natural beasts flee the region instinctively; no natural wildlife remains within its borders.
If the Gargantua is slain or departs, the region begins to recover over the course of 1d10 years.
Humanoid Gargantua

CR 30 / XP 2,048,000
NE Colossal aberration (mythic)
Init +6; Senses darkvision 120 ft., tremorsense 300 ft.; Perception +39
DEFENSE
AC 46, touch 6, flat-footed 44 (+2 Dex, +40 natural, –6 size)
hp 1,150 (40d8+920); fast healing 20
Fort +30, Ref +18, Will +28
DR 15/epic; Immune mind-affecting effects, poison, paralysis, stunning
Resist sonic 30; SR 36
Defensive Abilities mythic, second wind; regeneration suppressed by mythic or force damage
OFFENSE
Speed 60 ft., climb 40 ft.; ignores difficult terrain
Melee 2 slams +45 (10d8+20 plus grab) and stomp +45 (12d10+20, Reflex DC 36 half; failure causes prone and stunned)
Space 30 ft.; Reach 40 ft.
Special Attacks awesome blow, breath of anguish (3/day), psychic scream (2/day), seismic wave, mythic power (6/day, surge +1d12)
Spell-Like Abilities (CL 25th; concentration +34)
- Constant—freedom of movement, true seeing
- At will—greater dispel magic, telekinesis (DC 24)
- 3/day—reverse gravity, earthquake (DC 26)
- 1/day—weird, tsunami (DC 28)
STATISTICS
Str 50, Dex 14, Con 38, Int 24, Wis 26, Cha 29
Base Atk +30; CMB +56 (+60 bull rush, grapple); CMD 70 (can’t be tripped)
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Grapple, Improved Initiative, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-Like Ability (telekinesis), Toughness
Skills Acrobatics +33, Climb +50, Intimidate +48, Knowledge (arcana) +37, Perception +39, Sense Motive +37
Languages Aklo, Abyssal, Terran; telepathy 300 ft.
SPECIAL ABILITIES
Aura of Dread (Su) Creatures within 300 feet must succeed at a DC 32 Will save or be shaken for 1 minute. This is a mind-affecting fear effect. Creatures that succeed on the save are immune for 24 hours.
Psychic Scream (Su) Twice per day, the gargantua unleashes a psychic howl in a 200-foot cone. Creatures take 20d10 psychic damage (Will DC 32 half) and are stunned for 1d4 rounds. Creatures that succeed the save are staggered for 1 round.
Seismic Wave (Ex) As a full-round action once every 1d4 rounds, the gargantua slams the ground. All creatures on the ground within 100 feet take 12d6 bludgeoning damage (Reflex DC 34 half) and fall prone. Structures in the area take double damage.
Breath of Anguish (Su) Three times per day, the gargantua exhales a wave of psychic torment in a 60-foot cone. Affected creatures take 8d10 psychic damage (Will DC 30 half) and are dazed for 1 round.
Second Wind (Ex) Once per day, when reduced to 0 hp, the gargantua surges back to life. It immediately heals 500 hp, its damage reduction increases to DR 25/epic, fast healing increases to 50, and all melee attacks deal an additional +15 damage. It also emits a 60-foot aura of confusion (Will DC 30) for 5 rounds.
TACTICS
Before Combat The gargantua erupts from the depths of the world or descends from mountains, heralded by quakes. It opens with psychic scream if threatened by a large force.
During Combat It uses breath of anguish and seismic wave to disrupt formations, targets clusters of foes with stomp, and uses Awesome Blow to scatter resilient enemies. Against powerful individuals, it grabs and crushes them.
Morale When reduced to 0 hp, it activates second wind and fights relentlessly until destroyed.
LAIR ACTIONS
When in its lair (The Shattered Dominion), the humanoid gargantua can take lair actions on initiative count 20 (losing initiative ties):
- Earthshatter: The ground in a 100-foot radius becomes uneven and fractured. All creatures must succeed at a DC 32 Reflex save or fall prone and take 6d6 damage.
- Gravity Flux: Gravity twists and lurches. Until the next round, all movement speeds are halved and ranged attacks suffer a –2 penalty.
- Psychic Pulse: The gargantua emits a wave of psychic disruption. Creatures within 60 feet must succeed at a DC 32 Will save or behave as though under confusion for 1 round.
REGIONAL EFFECTS
The humanoid gargantua’s presence warps the surrounding environment within 30 miles:
- Constant Tremors: The land continuously quakes. All natural terrain becomes difficult terrain.
- Teleport Lock: Spells involving teleportation or planar travel require a DC 30 caster level check to function.
- Wild Exodus: All non-magical animals flee the region instinctively and will not return.
- Psychic Dissonance: Creatures with Intelligence or Wisdom 8 or lower must succeed on a DC 25 Will save or suffer short-term madness when entering the region.
These effects persist for 1d10 years after the gargantua is slain or leaves the region.
Humanoid gargantua

This enormous giant towers over eighty feet tall. Its stooped shoulders end in long arms, while bright eyes peer out above a blunt nose and a jutting jaw. Huge ears poke out of the long, greasy hair that dangles about its shoulders.
Originally Posted by Shade of the En World forums.
On this Thread
Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance.
Humanoid gargantua peacefully coexist with other creatures in their environment, but compete fiercely with rival gargantua, often escalating to savage battles to the death. Humanoid gargantua eat all types of game and vegetation, preferring deer, bears, horses, and similar game.
Humanoid gargantua seldom use weapons or tools, since their blunt fingers have difficulty manipulating such objects. They have little use for treasure, and spend most of their time eating and sleeping.
Humanoid gargantua stand 80 to 100 feet tall and weigh 500 tons. Humanoid gargantua are sometimes covered with black, brown, or golden fur, and a few have been spotted that were completely bald. Their skin color ranges from pale pink to dull yellow to deep black, while eye coloration is usually brown or red. Single-eyed humanoid gargantua also are rumored to exist. They live for several centuries, and mate for life.
Humanoid gargantua speak Giant, and most can comprehend at least a smidgeon of Common. Their movements and other actions are typically accompanied by thunderous bellowing and grunting.
| Gargantua, Humanoid | |
| Colossal Giant | |
| Hit Dice | 50d8+600 (825 hp) |
| Initiative | +1 |
| Speed | 60 ft. (12 squares) |
| Armor Class | 42 (-8 size, +1 Dexterity, +39 natural), touch 3, flat-footed 41 |
| Base Attack/Grapple | +37/+73 |
| Attack | Slam +49 melee (4d10+20/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20) |
| Full Attack | 2 slams +49 melee (4d10+20/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20) |
| Space/Reach | 50 ft./40 ft. |
| Special Attacks | Crush 8d12+25, fling, rock throwing, stomp, trample 6d10+20 |
| Special Qualities | Damage reduction 10/epic, empathic sense, fast healing 20, Low-Light Vision, rock catching |
| Saves | Fort +39, Ref +23, Will +24 |
| Abilities | Strength 51, Dexterity 13, Constitution 35, Intelligence 5, Wisdom 14, Charisma 20 |
| Skills | Jump +37, Intimidate +15, Listen +15, Spot +15, Survival +14 |
| Feats | Awesome Blow, Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Iron Will, lightning reflexes, Overwhelming Critical (slam), Power Attack, Track |
| Environment | Warm and temperate mountains |
| Organization | Solitary, mated pair or family (2 adults and 1-2 children) |
| Challenge Rating | 22 |
| Treasure | None |
| Alignment | Always chaotic neutral |
| Advancement | 46+ HD (Colossal) |
| Level Adjustment | – |
COMBAT
Unless hungry, humanoid gargantua tend to avoid creatures who intend them no harm, while actively seeking out and pursuing those with hostile intentions. A humanoid gargantua usually eschews weapons, pummeling foes with its massive fists, or simply stomping or trampling with its treelike legs.
Crush (Ex): A jumping humanoid gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the humanoid gargantua’s body. Creatures in the affected area must succeed on a DC 47 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.
Fling (Ex): A humanoid gargantua who successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The gargantua also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+20 points of damage, and any opponent it strikes takes 4d8+20 points of damage.
Empathic Sense (Su): A humanoid gargantua has an instinctive telepathic ability that warns it if a creature intends it harm. This functions as the psionic power detect hostile intent except it has a range of 300 feet. Due to this power, the gargantua cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers and can make Sense Motive checks as a free action against anyone within 30 feet.
A humanoid gargantua’s empathic sense allows it to infallibly follow the psychic trail of any creature it has detected hostility from. This tracking ability has an unlimited range, but the gargantua can not Track a being if it moves to another plane of existence.
A humanoid gargantua receives the empathic sense of its young as well as its own, provided its offspring is on the same plane of existence as the gargantua. Should its young be attacked, a humanoid gargantua can detect both the distress of its young and the hostility of the creature(s) attacking it, and can use its empathic sense to find either of them.
A humanoid gargantua’s empathic sense can penetrate barriers, but 30 feet of stone, 3 feet of common metal, a foot of lead, or 60 feet of wood or dirt blocks it.
Rock Catching (Ex): A humanoid gargantua can catch rocks (or projectiles of similar shape) of up to Gargantuan size. Once per round, a humanoid gargantua that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium, 25 for Large, 30 for Huge, and 35 for a Gargantuan one (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The gargantua must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex): The range increment is 240 feet for a humanoid gargantua’s thrown rocks. Adult humanoid gargantua are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A humanoid gargantua can hurl rocks weighing 80 to 160 pounds each (Large objects) up to five range increments.
Stomp (Ex): As a full-round action, a humanoid gargantua may stomp upon any adjacent foe (that is, any within the area it threatens). Its attack roll modifier for this special attack is +30 (+37 base, +1 Dexterity, -8 size). If successful, the stomp deals double damage (8d10+40) and pins the victim until the gargantua chooses to release him or her.
Trample (Ex): Reflex half DC 55. The save DC is Strength-based.
In Japan
While most humanoid gargantua make their homes in valleys high upon remote mountains or on isolated islands, far from civilized lands, a notable exception is the Isle of Monsters. One of the Outer Isles off the southwestern tip of Japan, this island is inhabited entirely by gargantua of various types.
Originally appeared in Oriental Adventures (1985).
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