For much of the same motivation as that found in Hat's the Ticket!, this is an attempt to shoehorn several elements of the Erfworld setting into a roleplaying game. I'm specifically using the rules of 3.5, or as I'm personally calling the overall attempt, 3.Erf.



      Size/Type: Large Magical Beast

      Hit Dice: 7d10+21 (59 hp)

      Initiative: +2

      Speed: 30 ft. (6 squares), fly 100 ft. (perfect)

      Armor Class: 17 (-1 size, +2 Dex, +6 nat), touch 11, flat-footed 15

      Base Attack/Grapple: +7/+15

      Attack: Slam +13 melee (2d6+9)

      Space/Reach: 10 ft./5 ft.

      Special Attacks: Improved Grab

      Special Qualities: Darkvision 60 ft., low-light vision

      Saves: Fort +8, Ref +7, Will +5

      Abilities: Str 23, Dex 15, Con 16, Int 5, Wis 13, Cha 8

      Skills: Listen +6, Spot +10

Feats: Iron Will, Pack Mule, Weapon Focus (slam)

Environment: Mountains

Organization: Solitary, pair, stack

Challenge Rating: 4

Treasure: None

Alignment: Always neutral

Gwiffons are powerful, majestic creatures of golden radiance. From nose to tail, a gwiffon can measure as much as 8 feet. A pair of stubby, fin-like wings emerge from the creature’s sides and span 5 feet or more. A gwiffon weighs about 500 pounds. A gwiffon cannot speak, but understands Language.


Gwiffons prefer to dive directly into battle and crush their enemies into submission with their grapple.

Improved Grab (Ex): To use this ability, a gwiffon must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Flight (Ex): A gwiffon is naturally buoyant. This buoyancy allows it to fly at a speed of 100 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.


Gwiffons have a +4 racial bonus on Spot checks.

Carrying Capacity

A light load for a gwiffon is up to 1.200 pounds; a medium load, 1.201-2.400 pounds; and a heavy load, 2.401-3.600 pounds.



Size/Type: Huge Magical Beast

Hit Dice: 12d10+96 (162 hp)

Initiative: +1

Speed: 30 ft. (squares), fly 60 ft. (perfect)

Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17

Base Attack/Grapple: +12/+32

Attack: Slam +22 (2d6+18)

Space/Reach: 20 ft./15 ft.

Special Attack: Engulf, Improved Grab

Special Qualities: Darkvision 60 ft., low-light vision

Saves: Fort +15, Ref +9, Will +8

Abilities: Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6

Skills: Listen +8, Spot +12

Feats: Improved Toughness, Iron Will, Skill Focus (Spot), x

Environment: Mountains

Organization: Solitary or stack

Challenge Rating: 7

Treasure: None

Alignment: Always neutral

Megalogwiffs are awe-inspiring units of great size, able to lovingly crush a spidew while refraining from croaking its rider. Three times the size of a gwiffon, a megalo is of the same golden radiance and stubby wings. Megalos cannot speak, but understand Language.


Typically mounted units, their standard tactics are direct and to the point. Against smaller targets, they typically use their Engulf to take out as many as possible, then individually crush and drop them at their leisure.

Engulf (Ex): A megalogwiff can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The megalogwiff merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the megalogwiff, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the megalo moves forward. Engulfed creatures are considered to be pinned and trapped within its body. The save DC is Strength-based.

Flight (Ex): A gwiffon is naturally buoyant. This buoyancy allows it to fly at a speed of 60 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Carrying Capacity

A light load for a megalogwiff is up to 6,384 pounds; a medium load, 6,385-12,792 pounds; and a heavy load, 12,793-19,200 pounds.

Western Giant

Size/Type: Large Giant

Hit Dice: 4d8+11 (29 hp)

Initiative: -1

Speed: 40 ft. (8 squares)

Armor Class: 15 (-1 size, -1 Dex, +5 natural, +2 uniform), touch 8, flat-footed 15

Base Attack/Grapple: +3/+12

Attack: Greatclub +8 melee (2d8+7)

Space/Reach: 10 ft./10 ft.

Special Attack: -

Special Qualities: Darkvision 60 ft., juice, low-light vision, mountain capable

Saves: Fort +6, Ref +0, Will +1

Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7

Skills: Climb +9, Listen +2, Spot +2

Feats: Toughness, Weapon Focus (greatclub)

Environment: Mountains

Organization: Solitary or stack

Challenge Rating: 2

Treasure: Standard

Alignment: Always neutral

Western Giants are large, beefy humanoids wearing spiked shoes, black helmets with a thin bill in front and one ear flap and armed with long, thin clubs, which they wield with deadly accuracy. They are as tall as Woodsy elves, but stronger and wider.


Western Giants favor ambushes to a fair fight, waiting in dugouts to stay out of sight before jumping into the fray with their powerful strikes.

Mountain Capable (Ex): A Western Giant may move through any sort of rocky terrain (such as dense rubble, scree, rocky slopes, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Their overland speed is unaffected by mountains. However, stone spikes and areas that have been magically manipulated to impede motion still affect them.

Juice (Sp): Activating the power is a free action that grants the user a +8 enhancement bonus to Strength checks and Strength-based skill checks. The power lasts for one round, and is usable three times per day.


Western Giants have a +4 racial bonus to Climb checks.


Some Western Giants develop a talent for ranged combat, and learn to throw projectiles at their opponents. These pitchers gain the rock throwing special attack and rock catching special quality, also switching out their Weapon Focus feat for Brutal Throw.

Attack: Rock +8 ranged (2d6+8, 120 ft. range increment) or greatclub +7 melee (2d6+7)


(NOTE: User received 25 Shmuckers for this post. - Rob)


    • sdub

      I'd beef up the CR on the Western Giant. Using Juice, they'd swing for 2d8+13, which could take a level 2 character from full to negative in one hit.


      • Sonic Screwdriver

        And that's a mistake on my part for using an earlier draft. Juice is supposed to only apply to Strength-based ability checks and skill checks.

        • Belrodes

          Very well put together! I'll have to play test it to be sure, but I'm thinking a DC 22 on the Megalo's engulf attack might be high for CR 7, and I'd add crushing damage each turn the character remains engulfed. \ You make mention of it as their regular strategy (and that is what Jillian did to decrypted she picked up) but it doesn't come up again. My guess is that you're shooting for something like "Swallow Whole" with that ability, right?

          • WurmD

            I liked it :)

            I'd just point out the "obvious": the Megas we've seen so far fit in the Gargantuan category, instead of simply Huge, what was your thought process to choose Huge?

            • Coolerthanasnowstorm

              Low balled the stats a bit on the gwiffon, on average a CR7 magical beast will actually be 9 hit dice. It just needs to be bumped up a bit, great idea but needs more girth. I know my below link is more based on pathfinder, but their monster creation is decent.


              Plus I'd go for less damage on the attacks but more attacks, we've seen them bite, so I'd go slam slam bite for attacks. It should be able to do around 22-30 points of damage a round. 

              I do understand that you'd probably never face one without a rider (which would account for the lower stats).

              • Sonic Screwdriver

                The stats on the gwiffon are nearly identical that of a griffin; but with Improved Grab & better flight instead of Pounce.

                My thought process on making megalos Huge is that they're officially described as thrice the size of a Large gwiffon; which is obviously a comparison of a particular dimension rather than volume. Size categories work on a process of doubling, and going from Large to Gargantuan is two doublings; and x4 is bigger than x3. When it comes to visual comparison, I'm of the opinion that the typical Erfworlder is on the low-end of Medium; and an elephant would look gargantuan if ridden by people barely past 4' in height.

                The standard rules for Swallow Whole is too slow for a megalo to absorb units, and typically permits them to fight back while inside. Currently, they can capture them at a reasonably fast pace, then slowly pull them out and grapple them for damage that would visually look like they're being crushed. That forces them to kill one at a time, and relatively slowly at that, to offset the relatively high Engulf DC.

                • Guppy

                  I'd like a to propose some flavor text for giants, regarding their culture and beliefs.  

                  Giants are extremely proud of their might -- not just Western Giants, but generally all the races of giants as well.  To perform feats of great strength is known among Giants as Lifting, and legends of astonishing Lifts are a key feature of their mythology -- they believe the Titans themselves are comprised of various members corresponding to the races found on Erfworld, and that the strongest among them was a Giant who once hoisted the whole of Erf itself onto his back, in a colossal Lift that has never been replicated since.

                  In addition, Juicing for mundane tasks is seen as an embarrassing sign of weakness for a Giant, as they believe one should rely on one's own natural Titan-given strength.  A Giant who utilizes his Juice in face of an unworthy challenge may find himself ridiculed by his peers, perhaps even forced to endure the gravest of Giant insults, "Do you even Lift"?

                  • Snipercam7

                    Sdub, I don't think so. Damage rolls are neither a Str check or Str based skill check, unless I'm mistaken.

                    • Coolerthanasnowstorm


                      The griffon has 3 attacks in a full round, again, we've -seen- gwiffons bite stuff.

                      It would be Bite + 11 (2d6+4) Slam, Slam +8 (1d4+2) which would be around 21 damage on average. Griffons are so scary because they can do their average damage every charge because of pounce and a bit more because of rake. Due to the candy nature I do think imp grab makes more sense then pounce does, but 1 attack is ignorable.

                      • Sonic Screwdriver

                        Yes, gwiffons bite. They do not, however, bite. I can see an argument for improving their base damage, but absolutely not as high as the griffon's average.

                        • Coolerthanasnowstorm

                          I'm gonna go out on a limb and say that bite definition should have said "or" verse "and".. camels have a bite attack too and have mostly flat teeth, very little slashing and piercing. 

                          Lol you're gonna make me go back to show you a gwiffon biting something? It's 6 of 1 half a dozen of another bud, it still has to process it's "food" so there is gonna be more to it than awww the gwiffon has my arm.. awwww.

                          I don't see why you're so hesitant here,22-30 points of damage is AVERAGE for magical beasts of this CR... I was just using the griffon as an example. 

                          Ya know what.. nvm :) 



                          • Miryafa

                            3.Erf is amazing and I love it.

                            • Darkstar7613

                              As a fan of the race of smaller, blue-clad creatures, who live in the sunnier, Southern lands that have a Natural bonus to their Dodge(r) checks, I found the Western Giant entry to be spot on.

                              One should add that there is a sub-race of Erflings (thankfully a very, VERY small sub-race) that worship the Western Giant in some manner.  Sadly, we can not know more about their culture or practices, as they are unable to communicate in any Language known to the rest of Erf and they immediately turn tail and hide when confronted with the truth about their "deities".