Enceladus
Enceladus is one of the Gigantes, the enormous children of Gaia fertilised by the blood of castrated Ouranos. With the other Gigantes, Enceladus appeared in one particular regionPhlegra, the “burning plain” in Thrace.
During the battle between the Gigantes and the Olympian gods, Enceladus was disabled by a spear thrown by the goddess Athena. He was buried on the island of Sicily, under Mount Etna. The volcanic fires of Etna were said to be the breath of Enceladus, and its tremors to be caused by him rolling his injured side beneath the mountain.
Originally Posted by BOZ of the En World forums.
Giant, Enceladus | |
Colossal Giant | |
Hit Dice | 48d8+816 (1,032 hp) |
Initiative | +8 |
Speed | 40 ft (8 squares) |
Armor Class | 22 (-8 size, +20 natural), touch 2, flat-footed 22 |
Base Attack/Grapple | +32/+61 |
Attack | Slam +46 melee (5d10+21/19-20 +1d6) |
Full Attack | 2 slams +46 melee (5d10+21/19-20 +1d6) |
Space/Reach | 30 ft/30 ft |
Special Attacks | Catch spells, frightful presence, rock throwing |
Special Qualities | damage reduction 10/epic, immunity to fire, Low-Light Vision, resistance to acid 5, rock catching |
Saves | Fort +43, Ref +20, Will +23 |
Abilities | Strength 53, Dexterity 10, Constitution 45, Intelligence 7, Wisdom 13, Charisma 14 |
Skills | Intimidate +19, Jump +25, Listen +18, Spot +18 |
Feats | Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam) |
Epic Feats | Devastating Critical (slam), Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative |
Environment | Any marsh |
Organization | Solitary |
Challenge Rating | 24 |
Treasure | None |
Alignment | Always chaotic evil |
Advancement | By character class |
Level Adjustment | — |
This
giant of unbelievable size appears otherwise normal above the waist, but the lower
half of his body consists of a writhing mass of huge snake bodies and tails.
The
enormous, malformed Enceladus (Enkelados) is one of the Gigantes, a race of giants.
The Gigantes (Alcyoneus, Athos, Clytias, Enceladus, Pallas, and Echion) were the
offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne.
The
Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful
and younger gods. Zeus defeated Enceladus with his thunderbolts, and Athena buried
him under a mountain. After a long imprisonment, Enceladus escaped. Enceladus
horrifies everything that sees him, and the Gigante is now forced to live alone
in a desolate swamp. Enceladus hates the Olympian gods, and will fight against
them again if given the chance.
Enceladus
is 85 feet tall and weighs 150 tons.
Enceladus
speaks Abyssal and Giant.
COMBAT
Enceladus prefers
to attack one target at a time, battering with both of his incredible fists. There
is a power in Enceladus’ hands that allows him to grab spells out of thin air
and negate them before they have time to function. Enceladus will try to catch
as many spells from enemy spellcasters in one round as he can, even if that prevents
him from attacking.
Catch
Spells (Su): Enceladus is able to catch and hold spell energy in his hands.
When a spell or spell-like ability targets Enceladus, he may automatically attempt
to catch the spell. Enceladus must succeed on a special caster check (1d20 + 24)
against the spell. The DC for this caster check is 11 + the spell’s caster level.
If Enceladus succeeds on the check, he catches that spell; if he fails, that spell
functions normally.
Enceladus
may hold up to two spells in each hand, and may not catch more than four spells
per round. For each spell caught, Enceladus may choose to redirect it on his turn.
If Enceladus does not redirect the held spells on his next turn, the spell energy
dissipates harmlessly.
To
redirect a spell, Enceladus makes a ranged touch attack (maximum range 60 feet)
against a target of his choice, following all the rules of the original spell
for valid targets. The spell is treated exactly as if cast by the original caster,
for purposes of determining caster level, etc.
Enceladus
may redirect up to two spells by making a throwing motion towards the target,
thus losing one of his slam attacks. If Enceladus redirects more than two spells
(up to a maximum of four), he loses both slam attacks. The spell is treated exactly
as if cast by the original caster (for purposes of determining caster level, etc.)
and for determining valid targets (he cannot, for example, throw a charm person at an aberration).
Frightful
Presence (Ex): Enceladus can unsettle foes with his mere presence. The ability
takes effect automatically whenever Enceladus attacks, charges, or leaps overhead.
Creatures within a radius of 300 feet are subject to the effect if they have fewer
HD than Enceladus. A potentially affected creature that succeeds on a DC 36 Will
save remains immune to Enceladus’s frightful presence for 24 hours. On a failure,
creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or
more HD become shaken for 4d6 rounds. The save DC is Charisma-based.
Rock
Throwing (Ex): The range increment is 200 feet for Enceladus’s thrown
rocks. He uses both hands when throwing a rock. Enceladus can hurl rocks of 300
to 500 pounds (Huge objects).
Rock
Catching (Ex): Enceladus can catch Small, Medium, Large, or Huge rocks (or
projectiles of similar shape). Once per round, when Enceladus would normally be
hit by a rock he can make a Reflex save to catch it as a free action. The DC is
15 for a Small rock, 20 for a Medium one, 25 for a Large one, and 30 for a Huge
one. (If the projectile provides a magical bonus on attack rolls, the DC increases
by that amount.) Enceladus must be ready for and aware of the attack in order
to make a rock catching attempt.
Originally
found in first edition Deities and Demigods (1980, James M. Ward and Robert J.
Kuntz).