kinem
2023-05-08, 07:17 PM
Stone Giant, Primal
Colossal Giant (Earth)
Alignment: Any
Initiative: +5; Senses: darkvision 60 ft., low-light vision, Tremorsense 100'
AC: 41 (-8 size, +1 dex, +30 natural, +8 armor), touch 3, flat-footed 40
Hit Dice: 40d8+640 (820 hp)
Saves Fort +37, Ref +14, Will +37
Speed: 80 ft. (16 squares)
Space / Reach: 30 ft./30 ft.
Base Attack +30; Grapple +66
Attack: Colossal greatclub +42 melee, or slam +42 melee, or rock +48 ranged
Full Attack: Colossal greatclub +42/+37/+32/+27 melee, or 2 slams +42 melee, or rock +48/+43/+38/+33 ranged
Damage: Colossal greatclub 6d8+30, slam 6d6+20, rock 6d8+35
Special Attacks/Actions: Rock throwing, trample 8d6+30, earth stomp, spell-like abilities, summon rocks
Abilities: Str 51, Dex 13, Con 41, Int 20, Wis 20, Cha 20
Special Qualities: Superior Rock Catching, Stone Full Plate Affinity, Statue, DR 10/-, Hardness 10, Resist Acid 10, Resist Sonic 10, immune to force damage, Tremorsense 100'
Skills: Appraise +48, Climb +63, Concentration +58, Spot +48, Knowledge (arcana, dungeoneering, architecture) +48
Feats: Augment Summoning, Blind-Fight[B], Combat Reflexes, Iron Will[B], Point Blank Shot, Power Attack, Precise Shot, Improved Precise Shot[B], Brutal Throw, Endurance; Steadfast Determination (no auto fail Fort on natural 1; Con instead of Wis to Will saves); Improved Initiative; Improved Toughness [B]; Indomitable Soul (re-roll Will vs mind-affecting or fear), Quicken SLA (Wall of Stone, 3/day), Quicken SLA (See Invisibility, 3/day), Quicken SLA (Earthbind, 3/day)
[B]Epic Feats: Dire Charge, Fast Healing [fast healing 3], Uncanny Accuracy
[B]Advancement: By character class
Climate/Terrain: Any
Organization: Solitary or band (2-5)
Treasure/Possessions: Standard
Challenge Rating: 22
Primal Stone Giants are spoken of in legends, but are now so rarely encountered that few believe those legends. Such a giant resembles a much larger version of the more common stone giants - lean and muscular in form, with hard, hairless flesh that's smooth and gray, and with gaunt facial features and deep-sunken, black eyes that seem grim. An adult stands some 80 feet tall or more and and weighs about 400,000 pounds. Primal Stone Giants can live to be about 8,000 years old, but that can be extended greatly with the giant's Statue ability (see below). A primal stone giant can survive on a diet of rocks. Primal Stone Giants speak Giant, Common, and Terran.
Stone Full Plate Affinity (Ex): These giants typically wear plate mail armor made of stone; it functions as ordinary colossal plate mail armor, except that for them, it's comfortable enough to wear at all times and to sleep in without penalty. A primal stone giant can don this armor by himself without the penalties of donning armor hastily.
Trample (Ex): As a standard action during its turn each round, a primal stone giant can trample opponents at least one size category smaller than himself. This attack deals 8d6+30 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 50) for half damage.
Summon Rocks (Su): When throwing rocks a primal stone giant can magically conjure rocks appropriate for throwing (as a free action but not more often than it makes attacks), and as such, need not carry rocks around as ammunition. These rocks vanish after 1 round. When thrown by the giant, such rocks have a +5 magical enhancement bonus to attack and damage.
Rock Throwing (Ex): A primal stone giant is an accomplished rock thrower and receives a +1 racial bonus on attack rolls when throwing rocks. The range increment is 400 feet for a primal stone giant’s thrown rocks. It typically uses both hands when throwing a rock; if using one hand reduce the damage to 6d8+25.
Superior Rock Catching (Ex): A primal stone giant can catch rocks of up to Colossal size. Once per round, a primal stone giant that would normally be hit by a rock can catch it as a free action. No reflex save is needed, and the giant can do this even if flat-footed, but not if it's not aware of the attack.
Earth Stomp (Ex): During a move action which can include normal movement (or during a charge), the giant can choose to stomp on the ground with great force. All other creatures on the ground within 30' are affected as if by a Trip attack. The giant makes a Strength check (1d20+20) opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If the giant's Strength check is higher, the defender falls prone.
Hardness (Ex): Energy attacks affect the giant as if they were attacking an object. Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.
Statue (Su): Similar to the spell, the giant can transform into solid stone, along with any garments and equipment worn or carried. In statue form, the giant has hardness 10. The giant retains its own hit points. The giant can see, hear, and smell normally, but does not need to eat or breathe. Feeling is limited to those sensations that can affect the hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The giant can return to its normal state, act, and then return instantly to the statue state (a free action). The statue form can be maintained indefinitely, and the giant does not age or need sleep while in statue form. Most primal stone giants spend most of their time in statue form, even using it as a form of hibernation in order to see different eras in history.
Spell-like Abilities: CL 40; At will - Earthbind, see invisibility, stone shape (greater), stone tell, wall of stone (DC 20), earthquake; 1/day - Summon Elemental Monolith (Earth only; no concentration needed).
Primal Stone Giant Elders: One in 10 Primal Stone Giants is an Elder. These giants can cast spells as a 20th level Stonemage (https://forums.giantitp.com/showthread.php?589353-Stonemage-PEACH), have the Sustain Stone Sphere, Stonecunning, and Petrification Transformation abilities as if having 20 levels in that class, and have a CR of 24.
Colossal Giant (Earth)
Alignment: Any
Initiative: +5; Senses: darkvision 60 ft., low-light vision, Tremorsense 100'
AC: 41 (-8 size, +1 dex, +30 natural, +8 armor), touch 3, flat-footed 40
Hit Dice: 40d8+640 (820 hp)
Saves Fort +37, Ref +14, Will +37
Speed: 80 ft. (16 squares)
Space / Reach: 30 ft./30 ft.
Base Attack +30; Grapple +66
Attack: Colossal greatclub +42 melee, or slam +42 melee, or rock +48 ranged
Full Attack: Colossal greatclub +42/+37/+32/+27 melee, or 2 slams +42 melee, or rock +48/+43/+38/+33 ranged
Damage: Colossal greatclub 6d8+30, slam 6d6+20, rock 6d8+35
Special Attacks/Actions: Rock throwing, trample 8d6+30, earth stomp, spell-like abilities, summon rocks
Abilities: Str 51, Dex 13, Con 41, Int 20, Wis 20, Cha 20
Special Qualities: Superior Rock Catching, Stone Full Plate Affinity, Statue, DR 10/-, Hardness 10, Resist Acid 10, Resist Sonic 10, immune to force damage, Tremorsense 100'
Skills: Appraise +48, Climb +63, Concentration +58, Spot +48, Knowledge (arcana, dungeoneering, architecture) +48
Feats: Augment Summoning, Blind-Fight[B], Combat Reflexes, Iron Will[B], Point Blank Shot, Power Attack, Precise Shot, Improved Precise Shot[B], Brutal Throw, Endurance; Steadfast Determination (no auto fail Fort on natural 1; Con instead of Wis to Will saves); Improved Initiative; Improved Toughness [B]; Indomitable Soul (re-roll Will vs mind-affecting or fear), Quicken SLA (Wall of Stone, 3/day), Quicken SLA (See Invisibility, 3/day), Quicken SLA (Earthbind, 3/day)
[B]Epic Feats: Dire Charge, Fast Healing [fast healing 3], Uncanny Accuracy
[B]Advancement: By character class
Climate/Terrain: Any
Organization: Solitary or band (2-5)
Treasure/Possessions: Standard
Challenge Rating: 22
Primal Stone Giants are spoken of in legends, but are now so rarely encountered that few believe those legends. Such a giant resembles a much larger version of the more common stone giants - lean and muscular in form, with hard, hairless flesh that's smooth and gray, and with gaunt facial features and deep-sunken, black eyes that seem grim. An adult stands some 80 feet tall or more and and weighs about 400,000 pounds. Primal Stone Giants can live to be about 8,000 years old, but that can be extended greatly with the giant's Statue ability (see below). A primal stone giant can survive on a diet of rocks. Primal Stone Giants speak Giant, Common, and Terran.
Stone Full Plate Affinity (Ex): These giants typically wear plate mail armor made of stone; it functions as ordinary colossal plate mail armor, except that for them, it's comfortable enough to wear at all times and to sleep in without penalty. A primal stone giant can don this armor by himself without the penalties of donning armor hastily.
Trample (Ex): As a standard action during its turn each round, a primal stone giant can trample opponents at least one size category smaller than himself. This attack deals 8d6+30 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 50) for half damage.
Summon Rocks (Su): When throwing rocks a primal stone giant can magically conjure rocks appropriate for throwing (as a free action but not more often than it makes attacks), and as such, need not carry rocks around as ammunition. These rocks vanish after 1 round. When thrown by the giant, such rocks have a +5 magical enhancement bonus to attack and damage.
Rock Throwing (Ex): A primal stone giant is an accomplished rock thrower and receives a +1 racial bonus on attack rolls when throwing rocks. The range increment is 400 feet for a primal stone giant’s thrown rocks. It typically uses both hands when throwing a rock; if using one hand reduce the damage to 6d8+25.
Superior Rock Catching (Ex): A primal stone giant can catch rocks of up to Colossal size. Once per round, a primal stone giant that would normally be hit by a rock can catch it as a free action. No reflex save is needed, and the giant can do this even if flat-footed, but not if it's not aware of the attack.
Earth Stomp (Ex): During a move action which can include normal movement (or during a charge), the giant can choose to stomp on the ground with great force. All other creatures on the ground within 30' are affected as if by a Trip attack. The giant makes a Strength check (1d20+20) opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If the giant's Strength check is higher, the defender falls prone.
Hardness (Ex): Energy attacks affect the giant as if they were attacking an object. Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.
Statue (Su): Similar to the spell, the giant can transform into solid stone, along with any garments and equipment worn or carried. In statue form, the giant has hardness 10. The giant retains its own hit points. The giant can see, hear, and smell normally, but does not need to eat or breathe. Feeling is limited to those sensations that can affect the hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The giant can return to its normal state, act, and then return instantly to the statue state (a free action). The statue form can be maintained indefinitely, and the giant does not age or need sleep while in statue form. Most primal stone giants spend most of their time in statue form, even using it as a form of hibernation in order to see different eras in history.
Spell-like Abilities: CL 40; At will - Earthbind, see invisibility, stone shape (greater), stone tell, wall of stone (DC 20), earthquake; 1/day - Summon Elemental Monolith (Earth only; no concentration needed).
Primal Stone Giant Elders: One in 10 Primal Stone Giants is an Elder. These giants can cast spells as a 20th level Stonemage (https://forums.giantitp.com/showthread.php?589353-Stonemage-PEACH), have the Sustain Stone Sphere, Stonecunning, and Petrification Transformation abilities as if having 20 levels in that class, and have a CR of 24.