Giant, Taiga
Taiga giants wander endlessly to keep from depleting the food supply of any one area. Aurochs and mammoths are their preferred inland prey, while whales, seals, and walruses provide food in coastal regions. These animals form the cornerstone of tribal survival, not just for the food they provide but because nearly all of a tribe's possessions, from their portable shelters to their weapons, are crafted from the bone, hides, and sinews of felled beasts. Little is wasted.
Taiga giants are also deeply spiritual, worshiping their ancestors. Every tribe member learns to call forth ancestor spirits at a young age. Taiga giants are ashamed of being the ancestors of rune giants as, like most giants, they both hate and fear rune giants as slavers and monsters.
A typical taiga giant stands 20 feet in height and weighs 10,000 pounds. Skin tones vary from dark to pale gray, with hair color ranging from dark brown to red.
- HP
- 157 (15d8+90)
- AC
- 26, touch 14, flat-footed 24 (+4 armor, +4 deflection, +2 Dex, +8 natural, -2 size)
- Speed
- 30 ft. (40 ft. without armor)
- Init
- +2
- Melee
- spear +19/+14/+9 (3d6+15/×3) or<p class="stat-block-2">2 slams +19 (1d8+10) </p>
- Ranged
- rock +12 (2d6+15) or<p class="stat-block-2">spear +11 (3d6+10/<span class="char-style-override-25">×</span>3)</p>
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +11
- CMB
- +23
- CMD
- 39
- Fort
- +15
- Ref
- +9
- Will
- +10
- Defensive Abilities
- rock catching
- Racial Modifiers
- +6 Stealth in undergrowth
Weapons: Simple
rock throwing (140 ft.)
Spirit Summoning — Once per day, a taiga giant may perform a 10-minute ritual to tap into the power and insight of his ancestral spirits. These spirits provide a +4 deflection bonus to AC, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. The effects of a spirit summoning persist for 24 hours.
Alertness, Cleave, Endurance, Iron Will, Lightning Reflexes, Power Attack, Self-Sufficient, Shot on the Run, Vital Strike
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</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"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex 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"> 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>
<p class="stat-block-1"> As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.</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>
Climb +15, Knowledge (religion) +11, Perception +13, Stealth +6 (+12 in undergrowth), Survival +20
- Type
- Humanoid
- Alignment
- CN
- Size
- Huge
- Environment
- cold mountains or forests
- Organization
- solitary, warband (2-7), or tribe (20-50 plus 30% noncombatants, 1 druid or oracle of 3rd-5th level, 2-4 barbarian or ranger hunters of 3rd-5th level, 1 chieftain barbarian or fighter of 4th-7th level, 2-6 dire bears, 2-6 dire tigers, and 8-12 stone giants)
- Treasure
- standard (hide armor, spear, other treasure)
- Senses
- low-light vision; Perception +13
- Languages
- Common, Giant
- Source
- Bestiary 2
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Uses feat: Alertness (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.
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (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: Self-Sufficient (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Shot on the Run (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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