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Giant, Wood

CR 6.00 Humanoid CG Large HD 9
Standing tall and graceful, this sharp-eared giant's skin is pale. Its large brow gives it a somewhat primitive visage.

Wood giants are the wardens of the deepest, wildest portions of the world's forests. Unlike many of their kin, wood giants are slow to anger, peaceful, and artistic, and display an infinite patience in their duty. A wood giant's role is to preserve and protect the wilderness—a role they believe that nature itself granted them, the proof of which manifests in their magical abilities tied to the natural world.

Wood giant culture is as complex as their forest homes. Much of a tribe's time is spent tending to a forest's health: planting new trees, clearing away dead brush, and hunting abominations that pervert the natural order. Individuals may even cultivate their forest homes into elaborate demesnes, mazes, or living temples. They are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement. While primarily good-natured, wood giants are distrustful of outsiders and prone to great melancholies.

Small clans claim enormous tracts of wooded land, but rarely build permanent homes. Members may spread out over their entire region by day only to gather and bed down, exposed to the elements, after sundown. In harsh weather, tribes cluster close together in the densest thickets with their backs turned outward.

Wood giants stand 14 feet tall and weigh 1,200 pounds. They are vegetarians by choice, resorting to eating meat only when no other option is available.

HP
67 (9d8+27)
AC
20, touch 14, flat-footed 15 (+2 armor, +5 Dex, +4 natural, -1 size)
Init
+5
Speed
40 ft.
Fort
+9
Ref
+8
Will
+7
BAB
+6
CMB
+12
CMD
27
Melee
longsword +10/+5 (2d6+5/19-20) or2 slams +10 (1d6+5)
Ranged
mwk composite longbow +9/+9/+4 (2d6+5/×3)
Space
10 ft.
Reach
10 ft.
Defensive Abilities
rock catching
Racial Modifiers
+4 Stealth in forests
str
20
+5
dex
21
+5
con
17
+3
int
14
+2
wis
15
+2
cha
12
+1

Weapons: Simple

Universal Monster Rules

Rock Catching Ex from Universal Monster Rule
The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature 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 creature must be aware of the attack in order to make a rock catching attempt.

Feats, Traits & Items

Deadly Aim from Feat

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Point-Blank Shot from Feat

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Situational: within 30 feet: +1 untyped attack rolls, +1 untyped damage
Precise Shot from Feat

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot from Feat

When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Acrobatics +11 (+15 when jumping), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8

spell-like abilities:
Constant—Pass Without Trace (DC 12), Constant—Speak With Animals, 3/day—Charm Animal, 3/day—Quench, 3/day—Tree Shape, 1/day—Enlarge Person (DC 12), 1/day—Spike Growth (DC 13)
Details
Type
Humanoid
Alignment
CG
Size
Large
Environment
temperate forests
Organization
solitary, gang (2-4), hunting party (5-9, plus 1-4 dire wolves), or clan (10-40, plus 35% noncombatants, 1-3 druids or witches of 2nd-4th level, 1 ranger chieftain of 3rd-7th level, 4-10 dire wolves, and 2-8 giant eagles)
Treasure
standard (leather armor, longsword, masterwork composite longbow with 20 arrows, other treasure)
Senses
low-light vision; Perception +11
Languages
Common, Giant, Sylvan; speak with animals
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
12 House/Core
  • Uses feat: Deadly Aim (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Point-Blank Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Precise Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Rapid Shot (Feat) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
  • Knows spell: Speak With Animals (Spell) — core content under OGL 1.0a
  • Knows spell: Charm Animal (Spell) — core content under OGL 1.0a
  • Knows spell: Quench (Spell) — core content under OGL 1.0a
  • Knows spell: Tree Shape (Spell) — core content under OGL 1.0a
  • Knows spell: Enlarge Person (Spell) — core content under OGL 1.0a
  • Knows spell: Spike Growth (Spell) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.