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Gargantua Humanoid

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.
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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 Dice50d8+600 (825 hp)
Initiative+1
Speed60 ft. (12 squares)
Armor Class42 (-8 size, +1 Dexterity, +39 natural), touch 3, flat-footed 41
Base Attack/Grapple+37/+73
AttackSlam +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 Attack2 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/Reach50 ft./40 ft.
Special AttacksCrush 8d12+25, fling, rock throwing, stomp, trample 6d10+20
Special QualitiesDamage reduction 10/epic, empathic sense, fast healing 20, Low-Light Vision, rock catching
SavesFort +39, Ref +23, Will +24
AbilitiesStrength 51, Dexterity 13, Constitution 35, Intelligence 5, Wisdom 14, Charisma 20
SkillsJump +37, Intimidate +15, Listen +15, Spot +15, Survival +14
FeatsAwesome 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
EnvironmentWarm and temperate mountains
OrganizationSolitary, mated pair or family (2 adults and 1-2 children)
Challenge Rating22
TreasureNone
AlignmentAlways chaotic neutral
Advancement46+ 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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