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by Jamie Baty

Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: -2 (-2 Dex)
Speed: 15 ft. (3 squares) in hide armour; base speed 25 ft.
Armour Class: 16 (-1 size, -2 Dex, +6 natural, +3 hide armour), touch 7, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Large club +10 melee (1d8 +7)
Full Attack: Large club +10/+5 melee (1d8 +7) or kick +10 melee (2d6 +2) or rock +3 ranged (2d4 +5)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Punishing Blows
Special Qualities: Low-light vision, poor depth perception
Saves: Fort +9, Ref +0, Will +2
Abilities: Str 21, Dex 6, Con 17, Int 6, Wis 10, Cha 6
Skills: Climb +5, Jump +12, Listen +13, Spot +5
Feats: Alertness, Endurance, Power Attack
Environment: Any mountains
Organisation: Solitary, Pair, or Company (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Usually chaotic evil
Advancement: by character class
Level Adjustment: -

This unusual creature looks grotesque even compared to other ogres. Its vaguely humanoid body possesses only one leg, one arm, and one eye. The leg attaches to a special joint in the centre of its pelvis, and the arm hangs from a socket set in the middle of the creature's chest. The fachan's eye is centred in its face like that of a cyclops.
A fachan has dull grey skin, wiry black hair on its head, and no body hair. Its eye is purple with a white pupil, and they tend to possess very large ears. A fachan's heavily muscled body is actually quite agile for a one-legged creature. They move about with a short hopping run.
One out of every 400 ogre births produces a fachan, which may stay with the tribe but usually seeks out its own kind. Fachans prey on any creature other than ogres, showing marked preference for the flesh of humans and humanoids. Fachans are also prone to exceptionally cruel behaviour, directing it at anyone nearby. Only orcs and ogres make any attempt to get along with the creatures. Ogres try only because of the thin bonds of kinship between them; orcs bribe fachans to work as scouts and guards because of their great strength and exceptional hearing.
Fachans have a lifespan of approximately 90 years. They usually speak Giant and Orc.

In combat, fachans use clubs or morning stars as weapons, though some have discovered the usefulness of axes or swords. Because they have only one hand, fachans cannot use missile weapons or polearms, but they can wield a bastard sword one-handed.
If unarmed, a fachan may kick or stomp any creature Medium size or less. Fachans can also hurl rocks weighing up to 40 pounds apiece with a range increment of 15ft.
A fanchan is automatically proficient with simple weapons, martial weapons, light and medium armour, though few use anything more than primitive arms and armour.

Punishing Blows (Ex): A fachan inflicts 1-1/2 his strength bonus in damage when using a melee weapon.

Poor Depth Perception (Ex): A fachan suffers a -2 penalty to all ranged attack rolls due to the fachan's body structure and lack of depth perception (because of the single eye).

Skills: The fachan has a +8 racial bonus to all Jump and Listen skill checks.

The Red Curse
Fachans gain multiple Legacies, sometimes as many as 5 (1d4+1). Fachans require cinnabryl, and because they have trouble acquiring the metal, most are heavily Afflicted. Only their strong desire to inflict equal suffering on others keeps them functioning. Fachan wear cinnabryl when it can be found, but they prefer taking it from others.

Fachans as Characters
A Fachans favoured class is barbarian. Fighters and rogues are also common. Rangers are uncommon, other classes are very rare. The rare fachan cleric usually follows one of the Entropic humanoid immortals: Jammudaru most commonly, but also Bagni Gullymaw, Bartziluth, Karaash or Ranivorus. They have also shown interest in Demogorgon and Orcus. Fachans clerics, if not directly tied to an immortal may choose two of the following domains: Chaos, Destruction, Evil or Strength.