Mist Giant (modified for rules compliance from
Mercenaries)
Large Giant
Hit Dice: 12d8+48 (96 hit points)
Initiative: -1 (Dexterity)
Speed: 40 feet
Armor Class: 21 (-1 size, -1 Dexterity, +10 natural, +3 studded leather armor); touch 8, flat-footed 21
BAB/Grapple: +9/+20
Attack: Greatclub +16 melee (2d8+10, bludgeoning, 20 x2)
or rock +8 ranged (2d6+7, bludgeoning, 20 x2, 120 feet x5)
Full Attack: Greatclub +16/+11 melee (2d8+10, bludgeoning, 20 x2) or rock +8/+3 ranged (2d6+7, bludgeoning, 20 x2, 120 feet x5)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Low-light vision, rock catching
Saves: Fortitude +12, Reflex +3, Will +4
Abilities: Str 25, Int 10, Wis 10, Dex 9, Con 19, Cha 17
Skills: Climb +11, Jump +11, Listen +11, Spot +11
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Greatclub)
Environment: Any hill or mountain
Organization: Solitary, gang (2 - 5), band (6 - 9 plus 35% noncombatants), raiding party (6 - 9 plus 2 -4 dire wolves), or tribe (21 - 30 plus 35% noncombatants plus 12 - 30 dire wolves, 2 - 4 ogres, and 12 - 22 orcs)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Quicker-witted and equally mean cousins of hill giants, mist giants have menaced settled people living in fertile mountain valleys for uncounted generations. Thei name, used initially by their victims and gradually appropriated by themselves, derives from their favored tactic of raiding at dawn, using heavy morning fog as cover. In addition, they possess a rudimentary ability to manipulate the weather, as can the larger and fairer species of giant.
Mist giants are marked by their low, brooding foreheads, heavily protruding lower lips, and gray skin. They wear crudely studded bits of leather stitched together for armor.
Adult mist giants usually reach 11 feet in height and weigh about 1,200 pounds. They can live to be 200 years old.
A mist giant's bag usually contains 1d4 throwing rocks, 1d4+4 mundane items, and the giant's personal treasure. When raiding, a mist giant may choose not to carry its treasure with it, figuring that it wants to travel light and that it will soon have plenty of loot to carry back to its lair.
Mist giants speak Jatallaic and one common language.
Combat
Unlike other giants, mist giants show no marked preference for rock throwing. They have the ability to do so, and will throw in a pinch, but they prefer to burst out of the fog, instigating a close-quarters fight with their surprised enemies. They usually wield greatclubs, but also fight with greatswords and greataxes. They carry a few rocks with them, which they use mainly to discourage pursuers and cover their withdrawal once they have looted and pillaged to their heart's content.
Fog Cloud (Sp): A mist giant can cast
fog cloud once per day as a 7
th level sorcerer.
Obscuring Mist (Sp): A mist giant can cast
obscuring mist once per day as a 7
th level sorcerer.
Rock Throwing (Ex): Mist giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A mist giant can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. A mist giant's range increment for thrown rocks is 120 feet.
Rock Catching (Ex): A mist giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a mist giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The mist giant must be ready for and aware of the attack in order to make a rock catching attempt.
Mist Giant Society
Mist giants ten to organize themselves into tribes the size of an extended family. If encountered in their mountain lairs, they tend to be wary of outsiders, as they always worry about possible retribution for their raids. Neighboring tribes trade and ally with each other, sometimes striking up impressively extensive alliances for the benefit of all.
Home Three Worlds Monsters
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