Giant, Stone
Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall, weigh about 1,500 pounds, and can live to be 800 years old.
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they favor gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Stone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days' travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.
Some stone giants develop special abilities related to their environment. Called elders, these stone giants have Charisma scores of at least 15 and three spell-like abilities (CL 10th). Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in 10 elders is a sorcerer, usually of 3rd to 6th level. Stone giant elders add +1 to their CR.
- HP
- 102 (12d8+48)
- AC
- 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size)
- Speed
- 40 ft.
- Init
- +2
- Melee
- greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
- Ranged
- rock +11/+6 (1d8+12)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +9
- CMB
- +18
- CMD
- 30
- Fort
- +12
- Ref
- +6
- Will
- +7
- Defensive Abilities
- improved rock catching
- Racial Modifiers
- +8 Stealth in rocky terrain
Weapons: Simple
rock throwing (180 ft.)
Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
<p class="stat-block-1"> You get a +2 bonus on all Will 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 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 can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.</p><p class="stat-block-2">A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).</p><p class="stat-block-2">Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.</p>
Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain)
- Type
- Humanoid
- Alignment
- N
- Size
- Large
- Environment
- temperate mountains
- Organization
- solitary, gang (2-5), band (4-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 4-6 dire bears)
- Treasure
- standard (greatclub, other treasure)
- Senses
- darkvision 60 ft., low-light vision; Perception +12
- Languages
- Common, Giant
- Source
- Bestiary
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Uses feat: Iron Will (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: 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: Quick Draw (Feat)House/Core — covered by the site's Section 15.
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