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Tufted2 — Wood Giants Reference

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Published: 2020-10-31 16:06:24 +0000 UTC; Views: 3699; Favourites: 13; Downloads: 3
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Description - One of the smaller species of giants in comparison to their fabled counterparts. They range from 11-15 feet in height.
- They are nocturnal, and are most active in the morning and evening.
- Surprisingly stealthy and agile. They specialize in ambush and pursuit.
- Armed with long sharp claws on their hands and feet that can grow up to 4 inches in length average. Their claws are extremely durable and can cut through bone with ease, even capable of scratching metal.
- The claws on their feet can gain traction on the ground when they run to enable able them to reach speeds of up to 60 mph within seconds.
- They have sharp, long incisors that can be likened to a hyena’s in both shape and proportionate force, having a bite force of up to 2,000-4,000 PSI.
- They have one of the most advanced camouflaging abilities out of all giants, able to disguise themselves as humans for up to three hours at a time. Their enhanced senses are diminished in their camo forms, though still comparatively greater than the average human’s.
- Their camouflage is activated through their sweat, so nonorganic materials in contact with their sweat, such as their clothing, shrink and grow with them.
- Their sweat is also a very valuable component to many alchemic concoctions. One of which can trap any giant in their camo form.
- Because of their size, their metabolism is very conservative of energy, meaning that they can’t divert too much energy toward each function in order to operate at prime speed and awareness while they’re awake.
- They can only expend energy to digest their food while they are asleep, and while they’re awake, pre-digestive fluids only prepare their prey for digestion by softening it.
- It takes a lot of energy to digest their prey, and they can break down an entire meal within a single sleep cycle, however, they will be very drowsy and sluggish when they awaken.
- Their stomach lining is equipped with highly advanced taste receptors that can alert the giant of toxins, poisons, and harmful substances before even beginning to digest.
- They have advanced regenerative abilities, though to conserve energy, though they cannot fully heal while other functions are active. For instance, if they are about to digest a meal, but they have taken a serious injury, they will divert their energy to healing instead. They cannot fully heal serious injuries while they are awake, and only minor scratches will clot and close up.
- Their healing is connected to their adrenaline, so if they feel adrenaline, their brain communicates that motor functions are the priority and less energy is spent towards healing, while most of the energy is spent towards their motor functions.


Wood giants have an extremely advanced culture system, since they aren’t able to live in large groups without chaos breaking out. They are not normally loyal to their mates. Giantlings are normally born as twins and they are sent to live in the Cradle Clans, where the elder giants raise them to become the perfect hunters. Each generation of the individual Cradle Clans (judged by a 3-year time frame) is given the same surname to be identified with. It is up to the elders of the clans to determine this. Each Cradle Clan is not large and normally holds a dozen or so giantlings with half a dozen elders.

When the giantlings come of age, they participate in their first Binding ceremony, where they will be bound to a pair and entrusted to protect each other for life. Their pair can be a chosen companion or their twin. They are marked by a slit on the back of their wrists, covered up by a leather band that “binds” the pair together for life. Immediately after their first Binding, they are sent out onto their first hunting rotation.

Hunting rotations vary by the teaching of each clan, though they follow roughly the same route, going town to town to hunt for prey, and it takes them all across regions of an entire country or continent, though mainly in wooded areas. The great planes are skipped over by their rotations due to lack of cover of trees. A single rotation takes a course of three years, and giants feed once every 6-10 days, allowing a staggered pattern of their hunts to make them more difficult to track and to avoid suspicion from too many missing cases in one region.

After they have completed a rotation, they reunite back at the Banding, where they are awarded another leather band around their wrist to mark each successful year of hunting with their pair. If their pair goes missing or is killed, their bands are shredded off during the Banding, and the rest of the giants turn against them, beating them often to death. The few giants that survive this are banished from the rest of the giants and marked by the scars on their right arm and by their lack of bands. If they are spotted by any other giant, they are often killed as outcasts.

After many years of successful hunts, they sometimes chose to retire to the Cradle Clans, or administer to the Bandings as authorities over the other giants.
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