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Bestiary+
#94
Gigas Family

Blood Gigas
These pale giants are covered in bone armor and use the necromancer arts to bring joy to their lives. They're the most feared gigas of all and not only strike down their foes but bring them back to life for torture.
CR 17 XP 102,400
CE Huge Humanoid (Giant)
Init: +3; Senses low-light vision, scent; Perception +33
Aura Fear aura(50 ft., DC 27)

AC 33, touch 12, flat-footed 21(+6 armor, +2 Dex, +2 deflection, +15 natural, -2 size)
hp 300(25d8+200)
mp 295
Fort +22, Ref +11, Will +13
DR 5/- Defensive Abilities rock catching; Immune Shadow; Resist Earth 15, +6 sleep, stun, paralysis, poison, and disease resistance

Speed 50 ft., (35 ft. in armor)
Melee +3 keen scythe +35/+30/+25/+20 (3d8+27/19-20/x4) or 2 Slams +32 (2d6+16)
Ranged +3 composite longbow +22/+17/+12/+7 (3d6+19/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
Spells Known(Necromancer CL 25th, concentration +30)
1st – Dark(DC 16), Dread(DC 16), Enfeeblement(DC 16), Fear(DC 16)
2nd –  Dark II(DC 17), Death Knell(DC 17), False Life
3rd – Dark III(DC 18), Darkra(DC 18), Mass Enfeeblement(DC 18), Infect(DC 18), Ray of Exhaustion(DC 18), Vampiric Touch(DC 18)
4th – Bestow Curse(DC 19), Dark Blight(DC 19), Greater False Life, Raise, Slay Living(DC 19)
5th – Darkga(DC 20), Drain(DC 20), Waves of Fatigue(DC 20), Zombify(DC 20)
6th – Arise, Eyebite(DC 21), Feeblemind(DC 21), Fleshshiver(DC 21), Ray of Entropy(DC 21), Syphon(DC 21), Unwilling shield(DC 21)
7th – Shadow Blast(DC 22), Waves of Exhaustion(DC 22), Mass Zombify(DC 22)
8th – Arisega, Greater Bestow Curse(DC 23), Blackfire(DC 23), Doom(DC 23), Symbol of Death(DC 23)
9th – Banshee Wail(DC 24), Death(DC 24), Mass Feeblemind(DC 24), Full-Life, Polar Midnight(DC 24)

Str 42, Dex 16, Con 26, Int 16, Wis 20, Cha 20
Base Atk +18; CMB +36; CMD 49
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Vital Strike, Power Attack, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus(scythe)
Skills Arcobatics +24, Climb +24, Imtimidate +28, Perception +33, Sense Motive +30
Languages Common, Draconic, Giant, Undercommon
SQ Armored Mage, Lifetap, Militant
Gear bone breastplate +3, composite longbow +3 with 20 arrows, keen scythe +3

Armored Mage(Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. A blood gigas limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.

Lifetap(Su)
Whenever the blood gigas casts spells that deal shadow damage to a living creature, he gains health back equal to spell level of the spell + 5. If this would put him above his normal hit points total just dissipates.

Magnitude 8(Su)
Once every 1d4 rounds and must be within reach of the ground, an blood gigas can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 28) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).

Militant(Ex)
Blood Gigas are proficient with all simple and all martial weapons.

Elm Gigas
These giants are slightly larger than the thunder gigas with darker skin. These giants can wield aero magic and fly.
CR 14 XP 38,400
CE Huge Humanoid (air, Giant)
Init: +7; Senses low-light vision, scent; Perception +29

AC 31, touch 12, flat-footed 29(+6 armor, +2 Dex, +2 deflection, +13 natural, -2 size)
hp 220(21d8+147)
mp 111
Fort +19, Ref +10, Will +12
Defensive Abilities rock catching; Immune Wind; Resist Earth 15
Weakness Lightning

Speed 50 ft., (35 ft. in armor)
Melee +2 greatsword +30/+25/+20 (4d6+24/17-20) or 2 Slams +28 (2d6+15)
Ranged +2 composite longbow +18/+13/+8 (3d6+17/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
Spells Known(Red Mage CL 21st, concentration +25)
Constant – Fly
1st – Aero(DC 15)
2nd –  Aero II(DC 16), Blur, Grace, Temper, Wind Barrier
3rd – Aera(DC 17), Aero III(DC 17), Haste
4th – Gale Winds, Vanish
5th – Aeroga(DC 19), Slice(DC 19)
6th - Hastega

Str 40, Dex 16, Con 24, Int 16, Wis 20, Cha 16
Base Atk +15; CMB +32; CMD 45
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical(greatsword), Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Arcobatics +20, Climb +19, Imtimidate +22, Perception +29, Sense Motive +26
Languages Auran, Common, Draconic, Giant
SQ Armored Mage, Militant
Gear breastplate +2, composite longbow +2 with 20 arrows, greatsword +2

Armored Mage(Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if those spells have a somatic component. An elm gigas limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to medium armor or light armor.

Magnitude 8(Su)
Once every 1d4 rounds and must be within reach of the ground, an elm gigas can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save(DC 28) for half damage and negates the status effect. Blue mages may learn this ability as a 9th level spell (DC 33).

Militant(Ex)
Elm Gigas are proficient with all simple and all martial weapons.

Fire Gigas
These giants resemble twisted dwarves made huge. They are masters of metallurgy and military tactics.
CR 10 XP 9600
CE Large Humanoid (fire, Giant)
Init: -1; Senses low-light vision, scent; Perception +14

AC 24, touch 8, flat-footed 24(+8 armor, -1 Dex, +8 natural, -1 size)
hp 142(15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune Fire; Resist Earth 15
Weakness Water

Speed 40 ft. (30 ft. in armor)
Melee greatsword +21/+16/+11 (3d6+15) or 2 Slams +20 (1d8+10)
Ranged Rock +10 (1d8+15 plus 1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Fire Roar, Heated Rock, Rock Throwing (120 ft.)

Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency(greatsword), Power Attack, Weapon Focus(greatsword)
Skills Climb +14, Imtimidate +17, Perception +14
Languages Common, Giant
Gear half-plate, greatsword

Earthquake(Su)
Once every 1d2 rounds, a fire gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 19 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).

Fire Roar(Su)
3/day, a fire gigas roars an fiery cone blast within 30-ft. burst. Any creature within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 10d6 points of fire damage and are inflicted with the Burn status effect. Blue mages may learn this ability as a 5th level spell (DC 25).

Heated Rock (Su)
Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

Hill Gigas
A giant roaming the hillsides. He puts all of his strength into a mean double slam and sometimes he'll also send an earthquake out at you.
CR 7 XP 3200
CE Large Humanoid (Giant)
Init: -1; Senses low-light vision, scent; Perception +6

AC 21, touch 8, flat-footed 21(+4 armor, -1 Dex, +9 natural, -1 size)
hp 89(10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities rock catching; Resist Earth 15

Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 Slams +13 (1d8+7)
Ranged Rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Rock Throwing (120 ft.)

Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency(greatclub), Power Attack, Weapon Focus(greatclub)
Skills Climb +10, Imtimidate +12, Perception +6
Languages Giant
Gear hide armor, greatclub

Earthquake(Su)
Once every 1d4 rounds, a hill gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 18 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).

Ice Gigas
These giants roam the frost lands raiding nearby villages and hunting down beasts.
CR 9 XP 6400
CE Large Humanoid (cold, Giant)
Init: -1; Senses low-light vision, scent; Perception +10

AC 21, touch 8, flat-footed 21(+4 armor, -1 Dex, +9 natural, -1 size)
hp 133(14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities rock catching; Immune Ice; Resist Earth 15
Weakness Fire

Speed 40 ft. (30 ft. in armor)
Melee greataxe +18/+13 (3d6+13) or 2 Slams +18 (1d8+9)
Ranged Rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Ice Roar, Rock Throwing (120 ft.)

Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Martial Weapon Proficiency(greataxe), Power Attack, Weapon Focus(greataxe)
Skills Climb +13, Imtimidate +16, Perception +13
Languages Common, Giant
Gear chain shirt, greataxe

Earthquake(Su)
Once every 1d2 rounds, an ice gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 19 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).

Ice Roar(Su)
3/day, an ice gigas roars an icy cone blast within 30-ft. burst. Any creature within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 10d6 points of ice damage and are inflicted with the Frozen status effect. Blue mages may learn this ability as a 5th level spell (DC 25).

Thunder Gigas
This thunderous giant brings down the storm.
CR 13 XP 25,600
CE Huge Humanoid (Giant)
Init: +2; Senses low-light vision, scent; Perception +27

AC 29, touch 11, flat-footed 27(+6 armor, +2 Dex, +1 deflection, +12 natural, -2 size)
hp 199(19d8+114)
Fort +17, Ref +8, Will +11
Defensive Abilities rock catching; Immune Lightning
Weakness Earth

Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Melee +1 greatsword +27/+22/+17 (4d6+22/17-20) or 2 Slams +26 (2d6+14)
Ranged +1 composite longbow +15/+10/+5 (3d6+15/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake, Lightning Roar

Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD 42
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical(greatsword) Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Arcobatics +18, Climb +17, Imtimidate +20, Perception +27, Sense Motive +24, Swim +22
Languages Auran, Common, Draconic, Giant
SQ Militant, water breathing
Gear breastplate +1, composite longbow +1 with 20 arrows, greatsword +1

Earthquake(Su)
Once every 1d2 rounds, a thunder gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect must make a Reflex save DC 20 for half damage and negate the status effect or take 8d6 points of earth damage and are inflicted with the Weighted status effect. Blue mages may learn this ability as a 4th level spell (DC 23).

Lightning Roar(Su)
3/day, a thunder gigas roars a thunderous cone blast within 45-ft. burst. Any creature within the area of effect must make a Reflex save DC 21 for half damage and negate the status effect or take 15d6 points of lightning damage and are inflicted with the Static status effect. Blue mages may learn this ability as a 6th level spell (DC 27).

Militant(Ex)
Thunder Gigas are proficient with all simple and all martial weapons.

Water Breathing(Ex)
Storm giants can breathe water as well as air.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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Bestiary+ - by Fortheseen - 03-06-2017, 11:58 AM
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RE: Bestiary+ - by Viladin - 03-10-2017, 01:13 AM
RE: Bestiary+ - by Fortheseen - 03-10-2017, 08:26 PM
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RE: Bestiary+ - by Fortheseen - 04-07-2017, 10:52 PM
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RE: Bestiary+ - by Fortheseen - 04-07-2017, 11:04 PM
RE: Bestiary+ - by Fortheseen - 04-21-2017, 09:22 AM
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RE: Bestiary+ - by Fortheseen - 04-29-2017, 09:08 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:04 AM
RE: Bestiary+ - by Fortheseen - 04-29-2017, 10:26 AM
RE: Bestiary+ - by Viladin - 05-01-2017, 03:15 PM
RE: Bestiary+ - by Fortheseen - 05-02-2017, 04:33 AM
RE: Bestiary+ - by Manly Man - 05-02-2017, 09:36 AM
RE: Bestiary+ - by Viladin - 05-02-2017, 01:02 PM
RE: Bestiary+ - by Manly Man - 05-02-2017, 06:34 PM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 12:41 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 01:33 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 10:02 AM
RE: Bestiary+ - by Viladin - 05-03-2017, 10:40 AM
RE: Bestiary+ - by Fortheseen - 05-03-2017, 08:34 PM
RE: Bestiary+ - by Viladin - 05-04-2017, 12:55 AM
RE: Bestiary+ - by Fortheseen - 05-04-2017, 01:46 AM
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RE: Bestiary+ - by Loxsis - 01-04-2018, 12:01 PM
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RE: Bestiary+ - by Fortheseen - 12-07-2018, 02:39 PM
RE: Bestiary+ - by DMLeibfrid - 02-11-2019, 10:26 PM
RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:04 PM
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RE: Bestiary+ - by Fortheseen - 02-15-2019, 01:44 PM
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RE: Bestiary+ - by Fortheseen - 02-15-2019, 05:31 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 07:40 PM
RE: Bestiary+ - by Fortheseen - 02-17-2019, 09:44 PM

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