Unlike other monsters which may serve a particular deity, gigantes are notorious for fighting deities, or at least the followers of the Greek gods. As a result, they will attack those of a particular allegiance first, though if there is no match, a gigante will happily try to destroy any it encounters who can't escape anyway. Still, followers of the divinity it considers enemy gain a +2 to all rolls made against that gigante, to return the favor. Roll 1d14.
1. Aphrodite 2. Apollo 3. Athena 4. Artemis 5. Ares 6. Demeter 7. Dionysus
8. Hecate 9. Hephaestus 10. Hera 11. Hermes 12. Pan 13. Poseidon 14. Zeus
2. Unkempt, wild giant (no modifiers)
3. Unkempt, wild giant with snake legs: those who first encounter it must save vs. death or suffer a -2 to all rolls due to fear; the legs also confer a -10' speed penalty, but also a +4 bonus to resist being grappled or knocked over
Various tribes of gigante exist, granting special powers derived from their leaders and founders. Select or roll d14.
1. Alcyonean: cannot be slain while in its home domain (on the ground or above), instantly regenerating 25% of its total hit points instead of dying there. Also has a 25% chance of being winged, allowing it to fly at double its land speed.
2. Alodaean: is double in size and HD, but also takes double damage from any magic of the Gods or their followers.
3. Antaean: cannot be slain while touching the earth, instantly regenerating 25% of its total hit points instead of dying on the ground.
4. Damysean: is quite swift, having +20' speed, but also -2 HD.
5. Enceladean: its footsteps cause tremors, causing all within 120' to save vs. paralysis or fall over.
6. Ephialtean: it regenerates 1d6 hit points per round unless struck at least twice in the same round.
7. Eurymedonean: gains +1 HD for 1d6 turns for every follower of the Gods it slays.
8. Geryonean: has 1d2+1 extra, connected bodies or just heads (equal chance of either), either doubling or tripling its HD and allowing two or three actions per round in the first case, or just allowing extra actions in the second. Having multiple bodies does make it difficult for the gigante to fit into confined areas. Having multiple heads makes it difficult for the gigante to make decisions.
9. Leonean: is leonine, allowing the gigante to make two claw attacks for 1d4+ 1/2 HD each and one bite attack for 1d6 + HD per round, as well as granting it +10' speed, but it also cannot use its claws to hold things.
11. Periboean: is semi-aquatic, allowing the gigante to breathe water and swim at its normal land speed. It also must be immersed in water each day or perish.
12. Polybotean: can only be permanently slain by damage from (unfertile) rock. Can also swim at normal land speed.
13. Porphyrionean: +4 to all rolls when triggered by lust, but also a -8 penalty to AC and saves when so aroused.
14. Procrustean: can ignore the use of one special ability or spell used on it each round, but must also take time to stretch or cut away any victims it catches, so that they fit on its arbitrarily heinous egalitarian bed.
- Ally of the Gods (5% chance): strangely, the gigante knowingly assists the Gods and thus would be understandably less prone to slaughter their worshippers.
- Better Weapon (25% chance): has more than just its fists to fight with, doing 2d6 + HD damage instead.
- Herculean Slain (50% chance): it cannot be killed by magic alone- a mundane wound (typically an arrow), preferably shot by a hero, is also needed to do the gigante in.
- Unusual Ancestry (10% chance): roll twice for its lineage, combining their modifiers.