Giant, Storm
Storm giants tend toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults are typically 21 feet tall and weigh 12,000 pounds. Storm giants can live to be 600 years old. When at rest, they prefer to wear short, loose tunics belted at the waist, sandals or bare feet, and headbands. They wear a few pieces of simple but finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being most common. Yet when they outfit themselves for battle, they don shimmering breastplates and wield enormous greatswords and bows.
Storm giants tend to be reclusive, prefering to dwell along remote coastlines or on tropical islands. Yet like their namesakes, they are prone to violent mood swings. Storm giants are quick to anger in the face of evil and can be brutal, dangerous foes when insulted. In battle, they prefer to send a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow range.
Storm giants live in well-constructed towers, castles, or walled settlements, and prefer to live off the land. They maintain enormous, well-tended gardens and manage hundreds of acres of farmland per group. They often hire other humanoids, such as elves or humans, to help them run their massive farms. A storm giant enclave often takes responsibility for the safety of an entire island or stretch of coastline.
- HP
- 199 (19d8+114)
- AC
- 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 size)
- Speed
- 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
- Init
- +2
- Melee
- mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)
- Ranged
- mwk composite longbow +15/+10/+5 (3d6+14/×3)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +14
- CMB
- +30
- CMD
- 42
- Fort
- +17
- Ref
- +8
- Will
- +13
- Defensive Abilities
- rock catching
Weapons: Simple
Militant — Storm giants are proficient with all simple and all martial weapons.
Water Breathing — Storm giants can breathe water as well as air.
Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
<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 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.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</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"> 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 three times and add the results together before adding bonuses from Strength, weapon special 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 get a +2 bonus on all Will saving throws.</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>
Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22
- Type
- Humanoid
- Alignment
- CG
- Size
- Huge
- Environment
- any warm
- Organization
- solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
- Treasure
- standard (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)
- Senses
- low-light vision; Perception +27
- Languages
- Auran, Common, Draconic, Giant
- Source
- Bestiary
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (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: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (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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Knows spell: Freedom Of Movement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Control Weather (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Levitate (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Call Lightning (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Chain Lightning (Spell)House/Core — covered by the site's Section 15.
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