Hollow Giant (3.5e Monster)
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|Hollow Giant||Hollow Giant Death Knight (Death Knight 8)|
|Size/Type:||Huge Giant (Extraplanar)||Huge Giant (Extraplanar)|
|Hit Dice:||8d8+16 (52 hp)||8d8+8d10+96 (176 hp)|
|Speed:||40 ft||40 ft|
|Armor Class:||22 (+12 natural), touch 10, flat-footed 20||37 (+12 full plate armor, +2 deflection, +1 dex, +12 natural), touch 13, flat-footed 36|
|Attack:||Slam +12 melee (2d6+8, 20/x2) or +1 Greatclub +13 melee (3d8+13, 20/x2) or Boulder +13 ranged (2d6+12, 20/x2)||Slam +27 melee (2d6+15, 20/x2) or +1 Phantom Scythe +28 melee (3d6+22, 20/x4) or Boulder +28 ranged (2d6+22, 20/x2)|
|Full Attack:||Two Slams +12 melee (2d6+8, 20/x2) and +1 Greatclub +13/+8 melee (3d8+13, 20/x2) and Boulder +13/+8 ranged (2d6+12, 20/x2)||Two Slams +27 melee (2d6+15, 20/x2) and +1 Phantom Scythe +28/+23/+18 melee (3d6+22, 20/x4) and Boulder +28/+23/+18 ranged (2d6+22, 20/x2)|
|Space/Reach:||15 ft/15 ft||15 ft/15 ft|
|Special Attacks:||Rock Throwing, Roar||Lay on Hands, Phantom Steed, Rock Throwing, Roar, SLAs, Spells, Rebuke Undead 7/day|
|Special Qualities:||Extraplanar Biology, Fortification 75%, Lifesense, Mental Decay, Rock Catching, Tomb Tainted||Among the Dead, Darkvision 60 ft, Divine Grace, Extraplanar Biology, Fortification 100%, Ghost Shroud, Immune to Disease/Fatigue, Lifesense, Mental Decay, Oath (Spirit Medium), Rock Catching, Tomb Tainted|
|Saves:||Fort +8, Ref +2, Will +5||Fort +22, Ref +9, Will +14|
|Abilities:||Str 28, Dex 10, Con 14, Int 9, Wis 16, Cha 10||Str 40, Dex 12, Con 23, Int 10, Wis 14, Cha 18|
|Skills:||Intimidate +19||Concentration +25, Intimidate +31, Knowledge Religion +19, Spellcraft +19|
|Feats:||Power AttackB, Improved Bull Rush, Awesome Blow, Cleave||Dynamic PotentialB, Power AttackB, Broad Practice, Aura Pressure, Bleeding Strike, Blood Rally, Buff Body, Cling to Life|
|Environment:||Negative Energy Plane||Negative Energy Plane|
|Alignment:||Usually True Neutral or Neutral Evil||Usually True Neutral or Neutral Evil|
|Advancement:||By character class||By character class|
This massive humanoid looks as if he were carved crudely out of stone. Its face is empty, literally, a sunken void which seemed to be far too deep for its body. Other holes pockmarked its body in various places as if being eroded by the darkness which lies within it.
It is said that a colony of rock giants had been trapped on the edge of the negative energy plane. Many died, but a few survived and continued. After countless generation they persist as terrifying shells of their former selves, their faces literally missing replaced by empty black voids. As they age, other holes open up into their body until one day they are but a frail wireframe of gnarled stone barely holding itself together, ready to shatter at a touch.
They speak with deep booming voices as if shouting down a long echoing hallway, and stand easily at 20 ft tall. They appear to be made out of twisted dark gray stone and weigh as much as you expect from stone, losing weight and mass as they age. They speak Common and Giant.
When driven to violence the hollow giants are as straightforward and brutal as their material plane kin, throwing vast negative-stained rocks and crystalized negative energy, and using massive greatclubs which knock their opponents prone.
Extraplanar Biology (Ex): A hollow giant does not need to breath, eat, or drink. In places with no gravity they gain a fly speed (perfect) equal to its land speed.
Lifesense (Su): The hollow giant has effectively 60 ft blindsense, but only for living creatures. This sense is not sound based and bypasses all matter. A nondetection spell does provoke a caster level check in order to see them.
Mental Decay (Ex): As the hollow giant ages, they lose Charisma but gain an equal amount to Strength, typically 1 point change for every 10 years they live, gaining more and more holes as they do. By the time they live to be 100, their Charisma hits 0. However, they do not fall unconscious at 0 Charisma but instead become mindless and enter a permanent berserker state, killing anyone and everyone they see until slain. This process can occur if the hollow giant takes Charisma damage (gaining additional Strength as it does so), but it can be reversed by restoring the ability damage. Berserker state by age can not be cured.
Roar (Ex): A hollow giant can make an intimidate check to all creatures in a 60 ft cone, and render creatures shaken for 1 round/level. If intimidating shaken, frightened, or panicked creatures it instead leaves them staggered for 1 round.
Rock Catching (Ex): A hollow giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a hollow giant 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 a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The hollow giant must be ready for and aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex): Hollow giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. They can hurl rocks of 60 to 80 pounds (Medium objects) with a 50 ft range increment, and may use their Strength to ranged attack rolls instead of their Dexterity. This deals 2d6 points of damage, plus Strength and a half.
Tomb Tainted (Ex): The hollow giant is treated as an Undead creature for the purposes of energy drain and reacting to positive and negative energy damage. However they are not actually undead, and cannot be turned or rebuked. This counts as the Tomb-Tainted feat for the purposes of pre-requisites.
Hollow Giant Death Knight
Among the Dead (Su): The hollow giant death knight registers as undead to other undead and to detect undead spells, when beneficial. This means mindless uncontrolled undead will not naturally attack the death knight. Undead commanded to attack will still do so, and intelligent undead will be puzzled why it seems undead.
Ghost Shroud (Su): The ghost shroud ability of the death knight gives +2 deflection, and all weapons and armor are ghost touch.
Lay on Hands (Su): Deals negative energy, up to 32 points.
Spells: Hollow giant death knights can cast divine spells as 8th-level death knight. The save DCs are Charisma-based.
Typical Death Knight Spells Prepared (6/5/1/1; save DC 14 + spell level or DC 22, whichever is higher): 1st—augury, backbiterSpC, erzebet's skull bomb, mass inflict light wounds, possessed hand, ray of enfeeblement; 2nd—aura of doom, ray of exhaustion, vampiric touch, voodoo doll, withering glare; 3rd—divination; 4th—mass inflict moderate wounds.