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Storm Giant

Storm Giant

MapTool Token


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NameStorm Giant
Sorted NameStorm Giant
FamilyGiant
Size and TypeHuge Humanoid (giant)
Hit Dice Count19
Hit Dice19d8+114 (199 hp)
Random Hit Points19d8+114 - 114
Initiative+2
Speed50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Armor Class28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 size)
Base Attack/Grapple+14/+CMB: +30CMD: 42
Attack

mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)

Full Attack

mwk composite longbow +15/+10/+5 (3d6+14/x3)

Space/Reach15 ft./15 ft.
Special Qualities

militant, water breathing, low-light vision;

SavesFort +17, Ref +8, Will +13
AbilitiesStr 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Skills

Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22

Feats

Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike

Environmentany warm
Challenge Rating13
Organization

solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)

Treasurestandard (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)
AlignmentCG
VersionPRPG-O
SourcesPathfinder RPG (Open)

Giant, Storm

This giant is a towering, muscular human of heroic proportions, with bronze skin, dark hair, and sparkling green eyes.



Storm Giant

CR 13

XP 25,600
CG Huge humanoid (giant)
Init +2; Senses low-light vision; Perception +27

DEFENSE

AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +13
Defensive Abilities rock catching; Immune electricity

OFFENSE

Spd 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Melee mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)
Ranged mwk composite longbow +15/+10/+5 (3d6+14/x3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th)
Constant—freedom of movement
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)

STATISTICS

Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD 42
Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22
Languages Auran, Common, Draconic, Giant
SQ militant, water breathing

ECOLOGY

Environment any warm
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th level, 1-2 rocs, 2-6 griffons, and 2-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)

SPECIAL ABILITIES

Militant (Ex) Storm giants are proficient with all simple and all martial weapons.
Water Breathing (Ex) Storm giants can breathe water as well as air.


Storm giants tend toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults are typically 21 feet tall and weigh 12,000 pounds. Storm giants can live to be 600 years old. When at rest, they prefer to wear short, loose tunics belted at the waist, sandals or bare feet, and headbands. They wear a few pieces of simple but finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being most common. Yet when they outfit themselves for battle, they don shimmering breastplates and wield enormous greatswords and bows.

Storm giants tend to be reclusive, prefering to dwell along remote coastlines or on tropical islands. Yet like their namesakes, they are prone to violent mood swings. Storm giants are quick to anger in the face of evil and can be brutal, dangerous foes when insulted. In battle, they prefer to send a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow range.

Storm giants live in well-constructed towers, castles, or walled settlements, and prefer to live off the land.

They maintain enormous, well-tended gardens and manage hundreds of acres of farmland per group. They often hire other humanoids, such as elves or humans, to help them run their massive farms. A storm giant enclave often takes responsibility for the safety of an entire island or stretch of coastline.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14), or mwk composite longbow +15/+10/+5 (3d6+14/x3)

feats: AWESOME BLOW, CLEAVE, COMBAT REFLEXES, IMPROVED BULL RUSH, IMPROVED CRITICAL (GREATSWORD), IMPROVED SUNDER, IMPROVED VITAL STRIKE, IRON WILL, POWER ATTACK, VITAL STRIKE, ,


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