Monday, October 9, 2017

Frightful Fridays! Monster Mayhem! Kinetic Giant

Hello again! It's time for monster #9 in the count-up to 30, and this one is a giant, a creature subtype which hasn't graced this blog so far (if I recall correctly). The somewhat grotesque image below and accompanying article spawned an idea of a giant who can take physical punishment and redirect that on its foes. It created a weird image in my mind of a troop of these giants smacking each other their clubs as a morale--and power-- boost.

I hope you enjoy the kinetic giant. See you tomorrow with yet another October monster!



This pale giant has squashed, yet elastic, features. Its ears and nose are virtually nonexistent as if to prevent ready access to weak points on the face.
Kinetic Giant      CR 8
XP 4,800
NE Large humanoid (giant)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 20, touch 8, flat-footed 20 (+4 armor, –1 Dex, +8 natural, –1 size)
hp 114 (12d8+60)
Fort +9, Ref +7, Will +6
Defensive Abilities half damage from melee attacks; Immune bludgeoning damage, force
Weaknesses light sensitivity
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee greatclub +16/+10 (2d8+12) or 2 slams +15 (1d8+8)
Ranged rock +8 (1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks kinetic redirect, rock throwing (120 ft.)
Spell-Like Abilities (CL 12th; concentration +11)
   3/day—magic missile
STATISTICS
Str 27, Dex 8, Con 21, Int 9, Wis 14, Cha 8
Base Atk +9; CMB +17 (+19 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome Blow, Bludgeoner[UC], Cleave, Improved Bull Rush, Martial Weapon Proficiency (greatclub), Power Attack
Skills Climb +8, Intimidate +15, Perception +10, Survival +6
ECOLOGY
Environment any underground
Organization solitary, pair, band (3–8), horde (9–20 plus 1 barbarian chief of 5th-7th level, 1–4 hill giants and 1–6 ogres)
Treasure (hide armor, greatclub, other treasure)
SPECIAL ABILITIES
Kinetic Redirect (Ex) If a kinetic giant is targeted by an attack or effect that deals bludgeoning or force damage, it stores the energy from the attack while taking no damage. For a number of rounds equal to the number of dice of damage for the attack, the giant doubles the damage dealt by its slam attacks; on a confirmed critical hit, the damage is instead tripled. In lieu of increasing the damage dealt, the giant can instead attempt a free awesome blow combat maneuver on a successful hit with its slam attack.

Kinetic giants originated from hill giants abducted by an underdwelling race centuries ago. Through selective breeding and precise magical techniques, the underdwellers imbued the former hill giants with resilience to kinetic energy. This made the giants excellent front-line combatants as they could shrug off most weapon attacks. A surprising side effect of the experimentation was the giants’ ability to absorb kinetic energy and release it in their physical attacks, allowing them to unleash devastating blows on their enemies. The giants’ controllers further tinkered with their slaves and granted them relatively minor spellcasting capability in the form of magic missile, which the giants could use offensively or to bolster their own attacks. Unfortunately, many giants broke their mental conditioning, used their powers to destroy their former masters, and then fled. They discovered they could not return to the hills they originally called home, though, since they could no longer abide sunlight. Instead, they took to the caves dotting the hills and preyed on lesser giants, cowing them and taking them as slaves.

Kinetic giants typically cast magic missile on themselves before closing for melee. When multiple kinetic giants attack, they strike each other with their clubs before launching an attack.


A typical kinetic giant stands 9 feet tall and weighs 1,500 pounds. The experimentation has shortened their life spans relative to hill giants, so they live as long as humans.

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