Giant, Cave
Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. Their faces mix the worst features of ogre and feral orc. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds. Though few survive past 60 years, cave giants can live as long as 150 years.
While they prove remarkably adept with axes of all varieties, cave giants lack the patience to work metal. What metal a cave giant possesses was likely stolen from other giants or worked by enslaved subterranean smiths.
Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant's cave lizard pens.
Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting.
- HP
- 67 (9d8+27)
- AC
- 19, touch 9, flat-footed 19 (+4 armor, +6 natural, -1 size)
- Speed
- 40 ft. (30 ft. in armor)
- Init
- +0
- Melee
- battleaxe +12/+7 (2d6+9/×3) or 2 slams +11 (1d8+6)
- Ranged
- rock +6 (1d8+9)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +6
- CMB
- +13
- CMD
- 23
- Fort
- +9
- Ref
- +3
- Will
- +3
- Defensive Abilities
- ferocity, rock catching
Weapons: Simple
rock throwing (100 ft.)
Axe Wielder — All cave giants are proficient with handaxes, battleaxes, and greataxes.
<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"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </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"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +7, Intimidate +7, Perception +5
- Type
- Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- any underground
- Organization
- solitary, gang (2-5), band (6-8 plus 1-2 monitor lizards), raiding party (9-12 plus 1-4 monitor lizards), or tribe (13-20 plus 30% noncombatants, plus 1 barbarian, fighter, or ranger chief of 3rd-5th level; 2-9 monitor lizards; 1-4 giant frilled lizards; and 10-15 dwarf, orc, or troglodyte slaves)
- Treasure
- standard (battleaxe, hide armor, other treasure)
- Senses
- darkvision 120 ft., low-light vision; Perception +5
- Languages
- Giant
- Source
- Bestiary 3
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Sunder (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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