Giant, Desert
Description
Desert giants rove the stark and majestic sands, rarely dwelling in permanent camps. They roam from oasis to oasis, sleeping beneath the stars or in easily dismantled yurts, breaking camp as whim strikes or when food sources grow scarce.
Desert giants stand 15 feet tall on average, but have slender builds and rarely weigh more than 2,000 pounds, a fact that greatly contributes to their grace and speed. The giants favor loose robes with keffiyehs for protection from the scouring desert winds, as well as traveling leathers worn beneath the robes. They require little water, and are able to survive for as long as 2 weeks on food alone. When such goods are available, they drink water, milk, and juices in prodigious amounts, but they spurn beer, wine, and stronger spirits. The bulk of their diet comes from figs, olives, and similar bounty of the oases, supplemented by meat if required. The eldest desert giants live as long as 300 years.
Despite their nomadic ways, desert giants guard their territory fiercely, driving away all interlopers, whether intelligent or bestial.
Combat Stats
- Melee
- mwk scimitars +16/+16/+11/+11 (1d8+8/15-20) or 2 slams +16 (1d8+8)
- Ranged
- rock +12 (1d8+12)
- Space
- 10 ft.
- Reach
- 10 ft.
- Defensive Abilities
- rock catching
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
rock throwing (100 ft.)
Scimitar Training — All desert giants are proficient with scimitars, and can wield them as if they were light weapons. A desert giant adds its full Strength bonus to attacks made with a scimitar wielded in its off hand, and gains a +4 bonus to CMD versus disarm and sunder attempts when fighting with a scimitar in each hand.
Special Qualities
Sandwalking — A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.
Feats
Combat Reflexes, Dodge, Improved Critical (scimitar), Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Focus (scimitar)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
When using the weapon you selected, your threat range is doubled.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Acrobatics +16 (+24 when jumping), Intimidate +11, Perception +9, Survival +17
- Type
- Humanoid
- Alignment
- LN
- Size
- Large
- Environment
- warm desert
- Organization
- solitary, gang (2-4), band (5-8), raiding party (9-12 plus 1 fighter of 1st-3rd level), or tribe (10-30 plus 35% noncombatants, 1-3 clerics of 2nd-4th level, 2-4 fighters of 1st-3rd level, and 1 fighter sheik of 4th-6th level, 50% chance of 10-20 human slaves)
- Treasure
- standard (2 masterwork scimitars, leather armor, other treasure)
- Senses
- low-light vision; Perception +9
- Languages
- Common, Giant
- Source
- Bestiary 3