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|The Fomorians, John Duncan's interpretation of the sea gods of Irish mythology|
This hulking giant is hideous and deformed. Its body is covered in coarse, dark hair and oozing blisters.
|Abberant Giant CR 5|
NE Large humanoid (giant)
Init 1; Senses darkvision 60 ft., low-light vision; Perception +9
|AC 19, touch 8, flat-footed
19 (+4 armor, 1 Dexterity, +7 natural, 1 size)
hp 60 (8d8+24)
Fort +9; Ref +1; Will +4
|Speed 20 ft.
Melee Huge greatclub +12/+7 (4d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks deformities, oversized weapon fighting
|Strength 23, Dexterity 8, Constitution
17, Intelligence 10, Wisdom 14, Charisma 10
Base Atk +6; CMB +13; CMD 22
Feats Cleave, Power Attack, Vital Strike, Weapon Focus (greatclub)
Skills Intimidate +11, Perception +9, Survival +9; Racial Modifiers 2 penalty to Charisma-based skills per deformity, except +2 bonus to Intimidate checks per deformity
Languages Common, Giant
SQ deformities, slow and steady
Aberrants possess an assortment of terrible deformities unique to each individual creature. When determining the deformities of a typical aberrant, roll randomly or choose 1d41 deformities from the Aberrant Deformities table. If two deformities are contradictory, reroll or select another. Racial bonuses gained from different deformities are cumulative.For each deformity an aberrant possesses, it gains a 2 racial penalty on Charisma-based checks with non-aberrants except for Intimidate checks, where it instead gains a +2 racial bonus.
Oversized Weapon Fighting (Ex)
The twisted bodies of aberrants allow them to wield weapons designed for Huge-sized creatures without penalty, as if they were Large-sized weapons.
Slow and Steady (Ex)
Aberrants have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
mountains and underground
Organization solitary, gang (25), band (69 plus 35% noncombatants), hunting/raiding party (69), or tribe (2130 plus 35% non-combatants plus 1-2 adepts, barbarians, clerics, or sorcerers of 3rd or 4th level)
Aberrants make their homes in caves, abandoned mines, or deep underground away from civilization. They shun contact with outsiders except when raiding or ambushing travelers who have ventured near their lair. Captured trespassers are kept for food, slaves, or traded to other aberrant clans for goods. Aberrants are shunned by other giants and take great pleasure in attacking, killing, or maiming other giants and those that despise them.
Aberrants stand about 14 feet tall, with malformed, grotesquely deformed bodies. Aberrants engage their enemies with their greatclubs. Their various deformities prevent them from hurling rocks. Though not as dim-witted as some other giants, aberrants generally employ less than graceful tactics and do little more than pound their enemies into paste with their clubs.
The strong rule, and the weak fall. That is the way of life for the aberrants. Each tribe or clan is led by the largest and strongest aberrant. All others rank beneath the leader. New leaders are appointed when the current leader dies. A contest of skill is held with the survivor being elected the new tribal leader and the loser being buried with his fellow giants. Aberrant tribes often capture defeated foes and keep them as slaves or trade them to other tribes in exchange for food, goods, or services.
Aberrant leaders are barbarians or adepts. Most groups of aberrants include clerics with access to any two of the following domains: Chaos, Evil, Trickery, and War (most choose Chaos and Trickery).
+12 Strength, -2
Dexterity, +6 Constitution, +4 Wisdom: Aberrants are powerful and hardy,
and unusually canny creatures.
15: Copyright Notice - Tome of Horrors Complete
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