Monday, July 6, 2020

Sand Giants

This is going to be my last giant article for a while.  I promised I'd do one of the more exotic types (not void giants though, they're magical enough already).  Maybe I'll come back to this topic at a later date.

Artist: David Hueso

D6 Sand Giant Powers

1– Burrow Through Sand

Can burrow through sand at the same rate at which it moves.  Has to move at walking speed to avoid creating noticeable ripples in the sand.  Can sense heavy footsteps or loud noises within 20-100 feet depending on weight/volume.  Can burst out and attack on the same turn, or grapple people and pull them under, causing them to drown at the normal rate.

2– Choking Sandstorm

The giant summons a sandstorm that covers a 200 foot radius.  The sand will choke anyone who doesn't cover their mouths and irritate the eyes of anyone who doesn't cover their eyes with goggles or a thin cloth.  The giant can see 30 feet through the sand.

3- Sand Devil Form

Can transform into a sand devil– a little tornado of sand.  Moves ten feet faster than normal speed in this form; automatically inflicts d8 damage to anyone nearby each round, which isn't much for a giant.  Mainly uses this to scout or sneak attack by seeming like a normal sand devil, or to escape.  Can de damaged by wind in this form. 

4- Control Scorpions

Will have d4+1 scorpion swarms under its control.  Will often have these hide under the sand, waiting for a command to jump out and attack.  Might also have them in a bag.  Note that this controls scorpions but doesn't summon them out of nowhere; it can often be nullified by not fighting the giant on ground it has prepared.

At the referee's discretion, may also apply to giant scorpions or even Scorpions.

 


5- Desiccate

The giant can draw all of the fluids out of nearby air and objects and into itself.  After activating this power, the air around it for 20 feet begins getting noticeably drier.  Starting on the giant's next turn, any human-sized creatures within 20 feet take 2d6 damage per round as the water is sucked out of their bodies; halfling-sized or smaller creatures take 2d4, and horse-sized or larger ones take 2d8.

This works on all fluids, not just water.  Fluids kept in airtight containers are unaffected, but it can backfire quite badly if there's an open container of poison or oil nearby.  This power lasts up to a minute, and there's a one-round delay in deactivating it early.

6- Sands of Time

There's a giant hourglass the size of a barrel.  If the giant places it so that the sand is on top, it takes one minute for all of the sand to run to the bottom.  When it does, the giant is returned to the state it was in when it placed the hourglass– standing next to it, all wounds suffered in the last minute are removed, etc.  This can even bring the giant back to life.

The hourglass is nearly indestructible, but tipping it over will prevent the effect.

It can be used by player characters too, with difficulty.  You have to place it by hand, without benefit of telekinesis or a crane.  It's a heavy barrel-sized object (around 100 pounds) that a person can can only carry short distances.

Other Articles in This Series

Storm Giants
Frost Giants
Fire Giants
Stone Giants
Cloud Giants

4 comments:

  1. Ok, Sands of Time is just fabulous, Desiccate is fabulous, they're all fabulous. sliiightly disappointed it's not Ballet Giants but I guess I can write that post myself...

    ReplyDelete