Savage Rifts

Stone Giant

Stone Giants are huge humanoids which appear to be flesh and blood, but their outer skin is a dense protective crust similar to rock or dried mud. The humanoids are carnivores and eat raw meat, but are not cannibalistic, and prefer to hunt in thick, low-mountain wooded forests which border grasslands. Their preferred prey are buffalo, dinosaurs, and other grazing animals, as well as the humans and D-bees which hunt the same.

They are typically encountered in pairs (mates or hunting partners) and tribes range from as few as six to as many as thirty individuals.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d12+4, Vigor d8
Skills: Climbing d10, Fighting d10, Stealth d8, Shooting d4, Survival d8
Pace: 8; Parry: 7; Toughness: 15
Gear: Giant-sized Vibro-Sword (Str + d12+1, AP 4),


  • Darkvision: Stone Giants are hunters and see well in darkness. They can ignore up to 4 points of modifiers for dim and dark lighting.
  • Large: A Stone Giant’s size makes them easy to hit once they’ve been spotted. Attackers receive a +2 bonus to hit the creature.
  • Size (+3): Stone Giants are an imposing 12 feet tall and weigh as much as 1200 pounds, granting them a +3 Toughness.
  • Slow Regeneration: Stone Giants heal quickly, even regenerating lost limbs. Make a natural healing roll once per day.
  • Stone Skin: These creatures have a thick, stone-like hide covering their body. They gain +6 natural armor which is considered Mega Damage armor.
  • Wisps of Sickness: With a successful Touch Attack, a Stone Giant can infect foes with a magical sickness which takes the form of green wisps emanating from the creatures face. If successful, the target must make a Vigor roll. On a failed Vigor roll, the target suffers a level of Fatigue. On the target’s next action, the target makes a second Vigor roll. With a raise, there is no further effect and the target is immune to Wisps of Sickness from the attacker for the rest of the encounter (other Stone Giants may still use Wisps of Sickness on the character). On a success, further effects are delayed for another round, but the victim must roll again on his next action. Failure incurs another level of Fatigue.

    Fatigue can lead to death. One Fatigue level is recovered every day (halved with medical attention).