Giant, Cliff
Cliff giants are benevolent but reclusive creatures that dwell in deserts and badlands, carving out snug cliffside caves or building stone huts on top of mesas. Broad-shouldered, with features as sharp as chiseled stone, cliff giants can reach a height of 14 feet and weigh over 1,300 pounds. As if sculpted from layers of stone, cliff giants' skin color is a deep reddish brown, with quartz-like streaks or veins of color that crisscross in shades of ivory, dull yellow, or bright white. Cliff giants live up to 800 years old.
Although kind, cliff giants prefer solitude and spend their lives in seclusion from other humanoids to form a stronger bond with the natural world. This bond often leads them to see large expanses of land as their responsibility and all living things within as their charges. Many track cycles of the weather, animal migrations, and the lairs of dangerous monsters by painting elaborate pictograms on high cliff walls.
Cliff giant family units stay together for about a decade, after which time children live with one parent or the other until fully grown and able to survive on their own (at about 20 years old). Marital bonds between cliff giants are strong despite their inclination for solitude; a married pair of cliff giants may raise and bear children in this way once every century, and when living apart they communicate with each other on a monthly basis using animal messengers.
Cliff giants respect their elders, and some pairs living together are an adult giant with an old parent or grandparent.
- HP
- 133 (14d8+70)
- AC
- 23, touch 10, flat-footed 22 (+4 armor, +1 Dex, +9 natural, –1 size)
- Speed
- 40 ft.
- Init
- +5
- Melee
- greatclub +17/+12 (2d8+12) or 2 slams +17 (1d8+8)
- Ranged
- rock +12 (1d8+8)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +10
- CMB
- +19
- CMD
- 30
- Fort
- +9
- Ref
- +7
- Will
- +11
- Defensive Abilities
- rock catching
- Racial Modifiers
- +4 Knowledge (geography)
Weapons: Simple
rock throwing (120 ft.)
Earth Attunement — A cliff giant has tremorsense 30 feet when standing on unworked stone or natural earth. Knowledge (nature) is a class skill for cliff giants.
Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency (greatclub), Power Attack, Skill Focus (Perception), Skill Focus (Perception), Weapon Focus (rock)
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You make attack rolls with the selected weapon normally (without the non-proficient penalty).</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 get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +18, Diplomacy +8, Handle Animal +11, Knowledge (geography) +5, Knowledge (nature) +11, Perception +15, Survival +12
- Type
- Humanoid
- Alignment
- NG
- Size
- Large
- Environment
- temperate or warm deserts or plains
- Organization
- solitary, pair or family (3–5 plus 2–3 non–combatants)
- Treasure
- standard (hide armor, greatclub, other treasure)
- Senses
- low-light vision, tremorsense 30 ft.; Perception +15
- Languages
- Common, Giant, Terran
- Source
- Bestiary 4
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Martial Weapon Proficiency (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: Skill Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Skill Focus (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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Knows spell: Detect Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Know Direction (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Animal Messenger (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Animals Or Plants (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Animals (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Commune With Nature (Spell)House/Core — covered by the site's Section 15.
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