Giant, Ash
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)
- Speed
- 40 ft. (30 ft. in armor)
- Init
- +2
- 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.
- BAB
- +10
- CMB
- +22
- CMD
- 34
- Fort
- +15
- Ref
- +6
- Will
- +5
- Defensive Abilities
- rock catching
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).
Catch Off-Guard, Cleave, Great Cleave, Point-Blank Shot, Power Attack, Precise Shot, Self-Sufficient
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</p>
<p class="stat-block-1"> 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.</p>
Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
- 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
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Uses feat: Catch Off-Guard (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Great Cleave (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Precise Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Self-Sufficient (Feat)House/Core — covered by the site's Section 15.
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