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Ash Giant

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Towering above a typical human, this misshapen giant's pale flesh is covered in purulent sores and bulbous tumors.

Whether because of Disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated Vermin they share the landscape with, and sometimes use the largest of these creatures as mounts.

Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds.

Ash giants are 10 feet tall and weigh 1,200 pounds.

Special Abilities

Disease (Su) While ash giants are immune to Disease , they carry a contagious form of leprosy. Any Creature struck by an ash Giant 's attacks is exposed to this virulent sickness.

Ash Leprosy : Injury; Save Fort 23; Onset 1 minute; Frequency 1/day; Effect 1d2 Con Damage, 1d2 Cha drain; Cure 2 consecutive saves. The save DC is Constitution-based.

Oversized Weapon (Ex) An ash Giant Can wield Huge Weapons without Penalty.

Vermin Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on Vermin. An ash giant uses its Hit Dice (14 for most ash giants) as its effective druid level. Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted Intelligence, allowing the ash Giant To train Vermin and use them as guardians (although it does not grant them Skills or feats).

Items Based On This

Jungle Giant, Desert Giant, Cave Giant

Attributes

AC
25, Touch 11, Flat-footed 23 (+4 Armor, +2 Dex, +10 Natural, 1 Size)
Alignment
Cn
Base Atk
+10
CMB
+22
CMD
34
CR
CR 11
Cha
10
Con
23
Creature Type
Humanoid (Giant)
Defensive Abilities
Rock Catching
Dex
14
Environment
Any Wastelands
Feats
Catch Off-guard , Cleave , Great Cleave , Point-blank Shot , Power Attack , Precise Shot , Self-sufficient
Fort
+15
HP
147 (14d8+84)
Immune
Disease , Poison
Init
Cn Large Humanoid ( Giant ) +2
Int
9
Languages
Common, Giant
Melee
Huge Club +20/+15 (2d6+11 Plus Disease), Slam +15 (1d8+5 Plus Disease) Or 2 Slams +20 (1d8+11 Plus Disease)
Organization
Solitary, Gang (25), Band (69), Raid (912 Plus 1d4 Giant Vermin), Or Tribe (1330 Plus 35% Noncombatants, Plus 1 Barbarian Or Fighter Chief Of 6th8th Level And 68 Giant Vermin)
Ranged
Rock +12 (1d8+16 Plus Disease )
Reach
10 Ft.
Ref
+6
SQ
Oversized Weapon, Vermin Empathy +14
Senses
Low-light Vision; Perception +8
Size
Large
Skills
Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
Space
10 Ft.
Special Attacks
Disease , Rock Throwing (120 Ft.)
Speed
40 Ft. (30 Ft. In Armor)
Str
33
Treasure
Standard (Hide Armor, Huge Club, Other Treasure)
Will
+5
Wis
12
XP
12,800
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