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Giant Earth

By Follower of Francisco Goya -, Public Domain,, Giant Earth
By Follower of Francisco Goya –, Public Domain,

What appeared to be a nearby hill begins to move, unfurling into a massive, roughly humanoid shape composed entirely of rock and stone. A barrel-shaped torso sits atop a pair of thick legs that terminate in solid rock, giving the appearance of boots. Its roughly spherical head is featureless, other than a massive, toothless maw from which its speaks like thunder rolling through the mountains.

Originally Posted by Shade of the En World forums.

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Earth giants, also known as “rumblers” due to their booming voices, are among the most ancient of creatures on the Material Plane. So rare that few people even know of their existence, earth giants spend most of their time at rest, appearing as nothing more than a large, rocky hill. Because earth giants rest for centuries at a time, thick amounts of dirt accumulate upon its body, providing a habitat for plants to grow and animals to wander. In fact, humanoids have even been known to build settlements upon a slumbering earth giant. Earth giants are undisturbed by any such commotion, only waking if someone attempts to “mine” them. Even then, the earth giant may simply shuffle in its sleep, suggesting to those upon it than an earthquake has occurred.

Because they are so ancient, earth giants have a difficult time relating to beings of more recent eras. They are amazing sources of knowledge, though, and may be convinced to answer a few questions at a time if approached in a friendly manner.

Earth giants have no true enemies, although a flight of dragons may be able to take one down. Because no humanoids have ever witnessed the death of an earth giant, many cultures believe them to be immortal. In fact, they are merely extremely long-lived and not invulnerable.

Legends claim that certain spells exist that can wake earth giants from their slumber. Although it is unlikely that such arcane knowledge still exists, it would be ill-advised to do so, for awakening such an immense, powerful being can result in great catastrophe.

An earth giant stands over 150 feet tall and its weight is immeasurable.

All earth giants speak Common, Draconic, Terran, and Undercommon. Many have learned other region-specific languages over time.

Giant, Earth
Colossal Giant (Earth)
Hit Dice36d8+612 (774 hp)
Speed120 ft. (24 squares)
Armor Class47 (-8 size, +45 natural), touch 2, flat-footed 47
Base Attack/Grapple+24/+54
AttackStomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)
Full AttackStomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)
Space/Reach150 ft./150 ft.
Special AttacksAdamantine strike, destroyer of objects, frightful presence, improved improvised weapons, improved trample 4d12+22, pummel 6d12+33, shockwave
Special QualitiesBlindsight 1 mile, fast healing 3 (from Fast Healing feat), immunity to cold and fire, knowledgeable, Low-Light Vision, resistance to electricity 50, Spell Resistance 35, vulnerable to earth-affecting magic
SavesFort +37, Ref +12, Will +18
AbilitiesStrength 55, Dexterity 10, Constitution 45, Intelligence 22, Wisdom 23, Charisma 22
SkillsDiplomacy +49, Gather Information +49, Intimidate +45, Jump +58, Knowledge (Geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +45, Sense Motive +45, Survival +6 (+10 to avoid getting lost or to avoid natural hazards, +10 in aboveground natural environments)
FeatsAwesome Blow, Cleave, Devastating Critical (slam), Epic Weapon Focus (slam), Fast Healing, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Power Critical (slam), Snatch (B), Weapon Focus (slam)
EnvironmentAny land
Challenge Rating24
AlignmentAlways neutral
Advancement37+ HD (Colossal)
Level Adjustment


Earth giants rarely attack smaller beings, even if provoked. They create so much destruction in their wanderings, though, that many creatures may see them as a threat and form mobs or even armies to try to stop them. If harassed enough to battle, earth giants generally try to frighten off the lesser aggressors with their booming voices, and may punctuate the intimidation with the random destruction of a few buildings. If the hostilities continue, the earth giant will most likely unleash a shockwave with a massive stomp and sweep through waves of enemies wielding an uprooted tree or building as an enormous club.

Adamantine Strike (Ex): An earth giant’s natural attacks are treated as adamantine for purposes of overcoming damage reduction and hardness.

Destroyer of Objects (Ex): An earth giant that makes a full attack against an object or structure deals double damage and ignores hardness.

Frightful Presence (Su): An earth giant can inspire terror by attacking or simply speaking with its booming voice. Affected creatures must succeed on a DC 34 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the earth giant. The save DC is Charisma-based.

Improved Improvised Weapons (Ex): An earth giant creates weapons out of anything large enough that it can find, such as uprooted trees, torn off mountain tops, or even churches. An earth giant suffers no penalties on attack rolls for using improvised weapons.

Improved Trample (Ex): Reflex half DC 50. If an earth giant tramples a creature, that creature does not gain an attack of opportunity against the giant. If an earth giant
tramples a structure (building, ship, castle wall, and so on), its trample attack deals double damage. The save DC is Strength-based.

Knowledgeable (Ex): An earth giant makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal.

Pummel (Ex): If an earth giant hits with both slam attacks, its attacks are especially punished and may knock the opponent senseless. This attack automatically deals an additional 6d12+33 points of damage, and the victim must succeed on a DC 50 Fortitude save or be dazed for 1 round. The save DC is Strength-based.

Shockwave (Ex): As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.

Vulnerable to Earth-Affecting Magic (Ex): Any spell that affects earth or rock (such as Earthquake, Move earth, stone shape, and transmute rock to mud) deals 1d8 points of damage per spell level to an earth giant. A successful Will save halves the damage taken.

Originally appeared in Dragon Magazine #256 (1999).

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