Mongrel Cave Giant
This stooped giant has the tusks and posture of a cave giant, but its elongated head and gray, stony skin betray its stone giant heritage.
Mongrel Cave Giant (CR 6)
Large Humanoid (Giant)Alignment: Chaotic Evil
Initiative: +0
Senses: Darkvision 120 feet, Low-Light Vision; Perception +5
Speed: 30 feet
Space: 10 feet
Defense
Armor Class: 19, touch 9, flat-footed 19 (+4 armor, +6 natural, -1 size)Hit Points: 67 (9d8+27)
Saving Throws: Fort +9, Ref +3, Will +3
Ferocity, improved Rock Catching
Weaknesses: light sensitivity
Offense
Melee: battleaxe +12/+7 (2d6+9/x3) or 2 slams +11 (1d8+6)Reach: 10 feet
Ranged: rock +6 (1d8+9)
Special Attacks: improved Rock Throwing (140 ft.)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
23 (+6) | 10 (+0) | 17 (+3) | 6 (-2) | 10 (+0) | 7 (-2) |
CMB +13 (+15 Sunder)
CMD 23 (25 vs. Sunder)
Feats: Cleave, Powerful Maneuvers, Vital Strike, Weapon Focus (Battleaxe)
Skills: Climb +7, Intimidate +7, Perception +5, Stealth -7 (-3 in rocky terrain)
- Racial Modifiers: +4 Stealth in rocky terrain
Special Qualities: axe wielder, stone giant ancestry (improved Rock Catching, improved Rock Throwing)
Special Abilities
Axe Wielder (Ex)
All cave giants are proficient with handaxes, battleaxes, and greataxes.Ecology
Environment: ?Organization: ?
Treasure: ?
Giants are a diverse race that can be found nearly anywhere on Golarion. As a people, they've grown exceedingly varied in both customs and appearance. While most giants bear the physical features of their immediate ancestors, on occasion a giant gives birth to a child possessing physical traits associated with one of the other types of giants. Exactly why these \"mongrel giants\" (as they're known) bear attributes of different giant varieties remains a mystery, particularly because giants of differing varieties who mate with one another don't produce viable offspring. Many believe that all giants came from a single, great race of ancient giants and such throwbacks arise naturally. Not surprisingly, each type of giant argues that these ancient ancestors most resembled the giants of their own race and the other types of giants are their descendants. Hill giants are the one type of giants whose traits don't arise in other giants. However, hill giants are the most prone to birthing mongrel giants.
Creating a Mongrel Giant
\"Mongrel giant\" is an inherited template that can be added to any creature with the giant subtype (referred to hereafter as the base creature). A mongrel giant retains all the base creature's statistics and special abilities except as noted here.
CR: Same as that of the base creature, unless the creature's size changes, in which case it's equal to the base creature's CR + 1.
Special Qualities: A mongrel giant retains all the special attacks, qualities, and abilities of the base creature and gains the following special quality.
Giant Ancestry (Ex): A mongrel giant displays traits and features of another variety of giant and gains additional abilities based on this ancestry (see Giant Ancestry Traits below). A mongrel giant can have only one giant ancestry.
Giant Ancestry Traits
A mongrel giant gains additional traits based on its ancestry. Roll 1d4 to determine how many traits a mongrel giant gains. Then roll 1d6 to randomly determine which traits for that ancestry the giant possesses, rerolling duplicates. For spell-like abilities, the caster level is equal to the creature's HD or the caster level of the base creature's spell-like abilities, whichever is higher. If the creature's size changes, modify its ability scores and natural armor bonus as noted on Table 2-2 on page 296 of the Pathfinder RPG Bestiary.
Ash Giant: Mongrel giants with ash giant ancestry are deformed and are covered in open sores and tumors.
1. Aff liction Immunity: The giant gains immunity to disease or poison (choose one; this ability can be selected twice).
2. Disease: The giant gains the disease (ash leprosy) ability (Pathfinder RPG Bestiary 3 126).
3. Oversized Weapon: The giant gains the oversized weapon ability (Bestiary 3 126).
4. Simpleminded: The giant's Intelligence score decreases by 2, to a minimum of 3.
5. Vermin Empathy: The giant gains the vermin empathy ability (Bestiary 3 126).
6. Roll twice (reroll any further rolls of 6).
Cloud Giant: Cloud mongrels giants have fine features and pale blue or white skin. If the base creature's size is smaller than Huge, increase its size by one category.
1. Cloud Magic: The giant gains the following spell-like abilities usable once per day: fog cloud, levitate (self plus 2,000 pounds).
2. Giant Stride: Increase the giant's base speed by 10 feet (maximum 50 feet).
3. Oversized Weapon: The giant gains the oversized weapon ability (Bestiary 147).
4. Powerful Slam: The giant's slam attack deals 2d6 points of damage.
5. Smell the Blood: The giant gains the scent ability.
6. Roll twice (reroll any further rolls of 6).
Fire Giant: Mongrel giants with fire giant ancestry have fiery orange hair and deep red or sooty black skin.
1. Fiery Body: The giant gains the fire subtype.
2. Heated Rock: The giant gains the heated rock ability (Bestiary 148).
3. Heavy Armor Training: The giant gains Heavy Armor Proficiency as a bonus feat.
4. Sword Training: The giant gains Martial Weapon Proficiency (greatsword) as a bonus feat.
5. Ungainly: The giant's Dexterity score decreases by 2, to a minimum of 1.
6. Roll twice (reroll any further rolls of 6).
Frost Giant: Mongrel giants with frost giant ancestry have light blue skin and hair that ranges from frosty blue to dirty yellow. Frost mongrels gain a +2 racial bonus on Stealth checks in snow.
1. Ambusher: The giant gains Skill Focus (Stealth) as a bonus feat.
2. Axe Training: The giant gains Martial Weapon Proficiency (greataxe) as a bonus feat.
3. Chilled Rock: The giant can transfer the cold of its body to rocks as part of an attack action when it throws rocks. A chilled rock deals an additional 1d6 points of cold damage.
4. Icy Body: The giant gains the cold subtype.
5. Ungainly: The giant's Dexterity score decreases by 2, to a minimum of 1.
6. Roll twice (reroll any further rolls of 6).
Stone Giant: Mongrel giants with stone giant ancestry have elongated heads and brown or gray skin that resembles rock. Stone mongrels gain a +4 racial bonus on Stealth checks in rocky terrain.
1. Darkvision: The giant gains darkvision to 60 feet.
2. Greatclub Training: The giant gains Martial Weapon Proficiency (greatclub) as a bonus feat.
3. Improved Rock Catching: The giant gains the improved rock catching ability (Bestiary 151). If the base creature doesn't have the rock catching ability, it gains that ability instead.
4. Improved Rock Throwing: Increase the range increment of the giant's rock throwing ability by 40 feet. If the base creature doesn't have the rock throwing ability, it gains that ability with a range increment of 120 feet instead.
5. Stony Skin: The giant's natural armor bonus increases by 2.
6. Roll twice (reroll any further rolls of 6).
Taiga Giant: Taiga mongrels have dark gray skin, red hair, and a strong lower jaw. If the base creature's size is smaller than Huge, increase its size by one category. These mongrels gain a +4 racial bonus on Stealth checks in undergrowth.
1. Quick Reactions: The giant gains Lightning Reflexes as a bonus feat.
2. Resilient: The giant gains endure elements as a constant spell-like ability.
3. Shrewd: The giant's Wisdom score increases by 2.
4. Skirmisher: The giant gains Shot on the Run as a bonus feat.
5. Spirit Summoning: The giant gains the def lection bonus and immunity provided by the spirit summoning ability (Pathfinder RPG Bestiary 2 131).
6. Roll twice (reroll any further rolls of 6).
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