Giant, Ferrous
A towering giant stands 20 feet tall with dark, ruddy skin. His course brown hair and beard are long and wild, and he wears a thick breastplate and dozens of furs.
Giant, Ferrous (CR 17)
Huge Humanoid (Giant)Alignment: Neutral
Initiative: +0
Senses: Low-Light Vision; Perception +30
Aura: info
Speed: 50 feet
Space: 15 feet
Defense
Armor Class: 32, touch 8, flat-footed 32 (+6 armor, +18 natural, -2 size)Hit Points: 287 (25d8+175)
Saving Throws: Fort +21, Ref +8, Will +12;
Damage Reduction: 15/cold iron
Immunity: fire, mind-affecting effects
Offense
Melee: greataxe +31/+26/+21/+16 (4d6+22, 19-20/x3) or greatsword +31/+26/+21/+16 (4d6+22, 17-20/x2 or 2 slams +31 (2d6+15 plus Grab)Reach: 15 feet
Special Attacks: Trample (2d6+22; DC 37)
Spell-Like Abilities (CL 15th):
- At Will- Heat Metal (DC 14), Levitate (iron or steel objects or creatures only, including itself)
- 1/day- Wall of Iron (DC 18)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
40 (+15) | 11 (+0) | 25 (+7) | 14 (+2) | 15 (+2) | 14 (+2) |
CMB +35 (+39 Bull Rush, Grapple, Sunder)
CMD 45 (49 vs. Bull Rush, Sunder)
Feats: Awesome Blow, Cleave, Critical Focus, Great Cleave, Greater Bull Rush, Greater Sunder, Powerful Maneuvers, Improved Critical (Greatsword or Greataxe), Iron Will, Skill Focus (Craft [weaponsmithing]), Staggering Critical
Skills: Craft (any one) +30, Craft (weaponsmithing) +36, Perception +30, Spellcraft +27
Languages: Common, Giant
Special Qualities: oversized weapon use, weapon and armor proficiency
Special Abilities
Ferrous Mind (Ex)
Ferrous giants are immune to mindinfluencing effects (charms, compulsions, phantasms, patterns, and morale effects).Pound (Ex)
A ferrous giant that successfully grabs a foe two or more sizes smaller than itself can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 2d6+22 points of bludgeoning damage to the victim. In addition, the opponent must make a successful DC 37 Fortitude save or be stunned for one round. A ferrous giant can perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.Oversized Weapon Use (Ex)
A ferrous giant wields a Gargantuan greatsword or greataxe without penalty.Weapon and Armor Proficiency (Ex)
Ferrous giants are automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.Ecology
Environment: Temperate or Warm Hills or MountainsOrganization: solitary or family (2-4 plus 35% noncombatants plus 1 cleric or druid of 9th-12th level)
Treasure: standard
The great ferrous giant stands over 20 feet tall and appears as a humanoid composed of flexible and bendable iron. Though it is often mistaken for a construct, it is in fact a very intelligent giant. A ferrous giant makes its home deep within a secluded mountain range. Its lair is often a deep cave or cavern or a gigantic castle constructed of iron and built into the face of a mountain.
Ferrous giants are generally solitary creatures rarely interacting or dealing with other races, including other giants. Though not on bad terms with other giants, they simply have no interest in dealing with them. Ferrous giants spend most of their days hunting (deer, moose, boar, elk) and foraging or crafting exquisite weapons of iron. Some particularly sociable ferrous giants (a rare occurrence to be assured) set up a trading operation with a nearby town or city, exchanging weapons for whatever might interest the giant (food, iron, money, etc.).
In melee, the ferrous giant uses its Huge iron battleaxe or longsword to bash or cleave its opponents. If disarmed, or if it is feeling particularly vile, a ferrous giant can pummel a foe with its massive fists. When fighting smaller foes, the ferrous giant often opens combat by trampling its foes or grabbing them and flinging them aside. Particularly noisome opponents are scooped up and pounded into the ground. The ferrous giant uses its heat metal ability in combat to heat the armor of its opponents and burn its foes.
Ferrous Giants Characters
Ferrous giants are extremely strong, have hardy constitutions and remain versatile all other facets. Ferrous giant shamans are usually adepts or druids. Clerics can choose two of the following domains: Earth, Fire, Knowledge, and Sun. +30 Strength, +15 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma Huge: Ferrous giants are Huge and take a -2 penalty to AC, -2 penalty to attack rolls, +2 bonus to Combat Maneuver Bonus and Combat Maneuver Defense, and a -8 penalty to Stealth checks. A ferrous giant's lifting and carrying limits quadruple those of Medium characters.
Space 15ft., Reach 15ft. Speed: A ferrous giant's base speed is 50 feet. Low-light vision: Ferrous giants can see twice as far as humans in conditions of dim light. Racial Hit Dice: A ferrous giant starts with twenty-five levels of humanoid, which provide it with 25d8 HD, a base attack bonus of +18, and base save bonuses of Fort +14, Ref +8, Will +8. Racial Skills: A ferrous giant's humanoid levels give it skill ranks equal to 25 x (2 + Int modifier). Its class skill are Craft (weapons), Intimidate, and Perception.
Racial Feats: A ferrous giant's giant levels give it 12 feats. AC: +18 natural AC bonus. Natural Weapons: Ferrous giants can fight with 2 unarmed strikes that deal lethal damage (2d6+15). Special Attacks (see above): Grab, pound, spell-like abilities, trample. Special Qualities (see above): Damage reduction 15/cold iron, fire immunity, ferrous mind.
Weapon and Armor Proficiency: Ferrous giants are automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. Languages: Ferrous giants begin play speaking Giant and Common. Ferrous giants with high intelligence scores can choose from the following languages: Draconic, Elven, Goblin, and Orc.
Copyright Notice Author Scott Greene.
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