Giant, Wood
Wood giants are the wardens of the deepest, wildest portions of the world's forests. Unlike many of their kin, wood giants are slow to anger, peaceful, and artistic, and display an infinite patience in their duty. A wood giant's role is to preserve and protect the wilderness—a role they believe that nature itself granted them, the proof of which manifests in their magical abilities tied to the natural world.
Wood giant culture is as complex as their forest homes. Much of a tribe's time is spent tending to a forest's health: planting new trees, clearing away dead brush, and hunting abominations that pervert the natural order. Individuals may even cultivate their forest homes into elaborate demesnes, mazes, or living temples. They are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement. While primarily good-natured, wood giants are distrustful of outsiders and prone to great melancholies.
Small clans claim enormous tracts of wooded land, but rarely build permanent homes. Members may spread out over their entire region by day only to gather and bed down, exposed to the elements, after sundown. In harsh weather, tribes cluster close together in the densest thickets with their backs turned outward.
Wood giants stand 14 feet tall and weigh 1,200 pounds. They are vegetarians by choice, resorting to eating meat only when no other option is available.
- HP
- 67 (9d8+27)
- AC
- 20, touch 14, flat-footed 15 (+2 armor, +5 Dex, +4 natural, -1 size)
- Speed
- 40 ft.
- Init
- +5
- Melee
- longsword +10/+5 (2d6+5/19-20) or2 slams +10 (1d6+5)
- Ranged
- mwk composite longbow +9/+9/+4 (2d6+5/×3)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +6
- CMB
- +12
- CMD
- 27
- Fort
- +9
- Ref
- +8
- Will
- +7
- Defensive Abilities
- rock catching
- Racial Modifiers
- +4 Stealth in forests
Weapons: Simple
<p class="stat-block-1"> You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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 Will saving throws.</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 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"> When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.</p>
Acrobatics +11 (+15 when jumping), Climb +14, Knowledge (nature) +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in forests), Survival +8
- Type
- Humanoid
- Alignment
- CG
- Size
- Large
- Environment
- temperate forests
- Organization
- solitary, gang (2-4), hunting party (5-9, plus 1-4 dire wolves), or clan (10-40, plus 35% noncombatants, 1-3 druids or witches of 2nd-4th level, 1 ranger chieftain of 3rd-7th level, 4-10 dire wolves, and 2-8 giant eagles)
- Treasure
- standard (leather armor, longsword, masterwork composite longbow with 20 arrows, other treasure)
- Senses
- low-light vision; Perception +11
- Languages
- Common, Giant, Sylvan; speak with animals
- Source
- Bestiary 2
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Uses feat: Deadly Aim (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: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Precise Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Rapid Shot (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Pass Without Trace (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: Charm Animal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Quench (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Enlarge Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spike Growth (Spell)House/Core — covered by the site's Section 15.
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