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Giant, Ash

CR 11.00 Humanoid CN Large HD 14
Towering above a typical human, this misshapen giant's pale flesh is covered in purulent sores and bulbous tumors.

Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts.

Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds.

Ash giants are 10 feet tall and weigh 1,200 pounds.

HP
147 (14d8+84)
AC
25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, -1 size)
Init
+2
Speed
40 ft. (30 ft. in armor)
Fort
+15
Ref
+6
Will
+5
BAB
+10
CMB
+22
CMD
34
Melee
Huge club +20/+15 (2d6+11 plus disease), slam +15 (1d8+5 plus disease) or 2 slams +20 (1d8+11 plus disease)
Ranged
rock +12 (1d8+16 plus disease)
Space
10 ft.
Reach
10 ft.
Defensive Abilities
rock catching
str
33
+11
dex
14
+2
con
23
+6
int
9
-1
wis
12
+1
cha
10
+0

Weapons: Simple

Disease — While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant's attacks is exposed to this virulent sickness. The save DC is Constitution-based.

rock throwing (120 ft.)

Oversized Weapon — An ash giant can wield Huge weapons without penalty.

Vermin Empathy — This ability functions as a druid's wild empathy ability, save that it works only on vermin. An ash giant uses its Hit Dice (14 for most ash giants) as its effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).

Universal Monster Rules

Disease (huge club) Ex from Universal Monster Rule
A creature with this ability causes disease in those it contacts. The effects of the disease, including its save, frequency, and cure, are included in the creature's description. The saving throw to negate the disease is usually a Fort save (DC 10 + 1/2 the infecting creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Disease can be removed through remove disease and similar effects.
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.
Rock Throwing (120 ft.) Ex from Universal Monster Rule
This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. The creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature's base slam damage plus 1-1/2 times its Strength bonus.

Special Abilities

Oversized Weapon from text
An ash giant can wield Huge weapons without penalty.
Vermin Empathy from text
This ability functions as a druid's wild empathy ability, save that it works only on vermin. An ash giant uses its Hit Dice (14 for most ash giants) as its effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).

Feats, Traits & Items

Catch Off-Guard from Feat

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

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
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.

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.

Self-Sufficient from Feat

You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Heal, +2 Survival

Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9

Details
Type
Humanoid
Alignment
CN
Size
Large
Environment
any wastelands
Organization
solitary, gang (2-5), band (6-9), raid (9-12 plus 1d4 giant vermin), or tribe (13-30 plus 35% noncombatants, plus 1 barbarian or fighter chief of 6th-8th level and 6-8 giant vermin)
Treasure
standard (hide armor, Huge club, other treasure)
Senses
low-light vision; Perception +8
Languages
Common, Giant
Source
Bestiary 3
Source

Bestiary 3

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
7 House/Core
  • Uses feat: Catch Off-Guard (Feat) — core content under OGL 1.0a
  • Uses feat: Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Great Cleave (Feat) — core content under OGL 1.0a
  • Uses feat: Point-Blank Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Precise Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Self-Sufficient (Feat) — core content under OGL 1.0a
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