Geriviar

Huge Giant
Hit Dice: 26d8+208 (325 hp)
Initiative: +1
Speed: 70 ft. (14 squares)
Armor Class: 37 (−2 size, +1 Dex, +28 natural), touch 9, flat-footed 36
Base Attack/Grapple: +19/+38
Attack: Slam +29 melee (3d6+11) or exploding nodule +18 ranged or rock +18 ranged (2d8+16)
Full Attack: 8 slams +29 melee (3d6+11) and bite +23 melee (2d6+5); or exploding nodule +18 ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Batter, exploding nodules, rock throwing, spell-like abilities
Special Qualities: Damage reduction 10/adamantine and magic, immunities, leap, low-light vision, regeneration 8, rock catching, spell resistance 28, sprint
Saves: Fort +23, Ref +11, Will +13
Abilities: Str 33, Dex 12, Con 26, Int 11, Wis 17, Cha 18
Skills: Climb +19, Escape Artist +9, Jump +45, Listen +11, Spot +11, Tumble +13, Use Rope +1 (+3 with bindings)
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush [bonus], Improved Natural Attack, Improved Sunder [bonus], Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Temperate marshes
Organization: Solitary, pair, or band (6–9 plus 20% noncombatants)
Challenge Rating: 19
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 27–40 HD (Huge); 41–78 HD (Gargantuan) ♊
Level Adjustment: —

This massive, six-limbed creature stands a full 30 feet tall. Its rough gray hide is covered in thick, armored plates bulging with spiky protrusions that resemble oversized caltrops. The creature’s head is sunken between its massive shoulders, and each of its four arms has two elbow joints, giving the creature a rolling, smooth gait.

Geriviars are nomadic giants that have a burning hatred to destroy anyone who encroaches on their desolate lands. Geriviars lurk in hostile environments, preferring rough mountains or inhospitable marshes. Wherever they lair, geriviars typically seek isolation, whether as solitary creatures or in small family units. Some members of the race have been pressed into service in armies, acting as living siege weapons.

These spiky giants are extremely hostile to any other creature they perceive as a threat, which includes almost anything else that moves. They especially distrust any race or creature that seeks to stake a claim on the land by building permanent structures on it. Geriviars have an incredible loathing for buildings of any sort, viewing a permanent structure almost as a personal affront.

Geriviars are tenacious and uncompromising in nearly every endeavor. Once a geriviar undertakes a task or makes up its mind to accomplish something, only death or an incredible will can prevent it from following the task through to its completion.

This odd behavior, combined with a geriviar’s unique set of abilities, has led many scholars to surmise that geriviars were originally engineered beings, created by warlords in times long past as mobile siege engines. Since they are eminently suited for such an occupation, few who have seen a geriviar in action can refute these claims.

Geriviars rarely stay in one place for long, possessed of a nearly insatiable paranoia that someone might be building on the lands they currently inhabit.

Geriviars, like many giants, carry their treasure in a sack or other container, as long as it’s portable. They dress in just enough clothing to stave off the cold, which they do not prefer, and some geriviars wear armor and wield weapons, although most prefer their natural attacks.

A geriviar stands between 25 and 30 feet tall and weighs about twelve tons. Their minimal body hair is typically black, and their skin ranges in tones of gray. Geriviars speak Giant.

Combat

A geriviar strikes from a distance, attempting to whittle down an opponent’s strength with thrown rocks and exploding nodules before engaging in melee. Once in close combat, it uses its Improved Sunder feat to destroy an enemy’s weapons, or its Improved Bull Rush feat to send enemies over cliffs or into deadly patches of marsh ground.

Batter (Ex): A geriviar is especially ferocious and adept at attacking unattended objects. When attacking such an object, it ignores half the item’s hardness. This ability does not allow a geriviar to ignore half an item’s hardness when it makes sunder attempts.

Exploding Nodules (Ex): A geriviar’s body is covered with spherical, spiny nodules that range between 1 and 2 feet in diameter. Each of these nodules is filled with small fragments of the armored plates covering the geriviar’s body, as well as a volatile, explosive liquid secreted through the giant’s skin. A geriviar can break off up to two of these nodules each round (until it runs out) and hurl them at its opponents as a standard action.

Each nodule is a grenadelike weapon that deals 5d6 points of piercing damage and 5d6 points of fire damage in a 10-foot spread (DC 31 Reflex half). The save DC is Constitution-based.

A healthy geriviar normally carries twelve nodules at a given time. Nodules take 3d6 minutes to grow back once broken off. A geriviar can regrow multiple nodules at the same time. However, if a geriviar’s regeneration is negated somehow, it takes 2 to 3 days to regrow.

Rock Throwing (Ex): A geriviar can hurl rocks of 60 to 80 pounds (Medium objects) up to 160 feet. A geriviar can throw up to two rocks per round, using two of its four arms to lift them from the ground or its sack, and two to hurl them.

Spell-Like Abilities: 3/day⁠—​reverse gravity, telekinesis (DC 19); 1/day⁠—​invisibility, shout (DC 18), stone shape. Caster level 20th.

Immunities (Ex): Geriviars have immunity to disease, mind-affecting spells and abilities, poison, fire, and sonic.

Leap (Ex): Geriviars can always take 10 on Jump checks. Also, if a geriviar leaps down from a great height, a successful DC 15 Jump check negates the damage from the first 60 feet of the fall, as opposed to the first 10 feet.

Regeneration (Ex): Acid and cold deal normal damage to a geriviar. If a geriviar loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. See Regeneration.

Rock Catching (Ex): A geriviar can catch rocks (or projectiles of similar shape). Once per round, a geriviar 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.) A geriviar must be ready for and aware of the attack in order to make a rock catching attempt.

Sprint (Ex): A geriviar can sprint on all six limbs. A geriviar that takes the run action moves six times its speed.

Geriviar Society

Many geriviars seek out a solitary existence, lurking in isolated places, patrolling their territories, and repelling “invaders.” Others form small familial bands. These groups of related geriviars roam as a unit. Those unable to keep pace with the group, whether due to infirmity, a festering wound, or old age (a rare state indeed for a geriviar) are simply left behind. In a battle, however, those geriviars that have committed to the family structure devote themselves to the idea absolutely, fighting tenaciously to the death to defend an attacked member of the band.

The pathological rage geriviars have for structures leads them to immediate violence against creatures they encounter who have built on their territory.

Geriviars have been known to join (voluntarily or otherwise) military divisions in need of siege experts. Some of the giants even enjoy the duties involved, since it gives them the opportunity to destroy the buildings they so thoroughly loathe. Such geriviars require a stern and uncompromising commander, however. When the time to retreat sounds, such a leader will always be hard-pressed to pry a geriviar from its task.

Unlike many of their giant kin, geriviars rarely take slaves.

Tactics Round-by-Round

A geriviar typically begins combat invisible, hoping to catch its opponents unaware. It prefers to fight from a distance as long as possible, weakening its enemies with ranged attacks and delaying them with its spell-like abilities despite its amazing melee proficiency.

Prior to combat: Invisibility.

Round 1: Throw rocks or exploding nodules at apparent ranged attackers, such as spellcasters or archers.

Round 2: Continue with ranged bombardment, using leap or sprint to maintain distance if necessary. If forced into melee, try to sunder weapons or bull rush enemies.

Round 3: Telekinesis or reverse gravity on melee attacker to regain high ground and distance, or continue ranged bombardment.

Round 4: Repeat round 3 as necessary.

Geriviars in Eberron

The ancient goblinoid empires of Khorvaire used geriviars as living siege engines, and a few survive to the present day in Darguun, defending Ruukhan Draal and other large goblin settlements. “Free” geriviars also roam secluded valleys in the Mror Holds and Lhazaar Principalities, attacking all they encounter.

Geriviars in Faerûn

Geriviars dwell in the region bounded by the Maerthwatch (a crescent-shaped chain of mountains and craggy hills south of Chessenta), the Black Ash Plain, and the Chondalwood. Small family groups of geriviars claim the Black Ash Plain or have migrated southward, cutting a narrow swath east of the Landrise. Some have drifted as far south as the Great Rift, where their territorial claims are more hotly contested by the indigenous inhabitants.

Source: Monster Manual III, page 52.