Inupasugjuk also called Inukpasugjuit
Colossal Giant (Cold)
Hit Dice: 100d10+1500 (2050 hp)
Speed: 60 ft. (12 squares)
Armor Class: 56 (-8 Size, -1 Dex, +55 Natural), touch 1, flat-footed 56
Base Attack/Grapple: +75/+119
Attack: Slam +96 melee (2d8+42/19-20) or by Weapon +95 or Rock Throwing +96 Ranged (3d8+42)
Full Attack: 2 Slams +96 melee (2d8+42/19-20) or by Weapon +95/+90/+85/+80 or Rock Throwing +96 Ranged (3d8+42)
Space/Reach: 40 ft./40 ft.
Special Attacks: Improved Grapple, Trample, Swallow Whole, Rock Throwing, Angakkuq, Frightful Presence, Constrict, Huge Size, Swat
Special Qualities: Low Light Vision, Rock Catching, DR 25/Epic, SR 48, Handle Monster, Subtype, Adoption
Saves: Fort +73, Ref +32, Will +38
Abilities: Str 66, Dex 8, Con 40, Int 10, Wis 8, Cha 34 +28
Skills: Climb +40, Craft (any 3) +12, Handle Animal +24, Heal +1, Intimidate +35, Jump +40, Knowledge (Geography, History, Local, Nature) +12, Listen +11, Search +12, Spot +11, Survival +13, Swim +40
Feats: Altitude Adaptation, Awesome Blow, Cleave, Devastating Critical (Slam and 1 other), Diehard, Dire Charge, Endurance, Epic Endurance, Epic Fortitude, Epic Will, Fling Ally, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (Slam and 1 other), Improved Initiative, Iron Will, Mountain Warrior, Multigrab, Overwhelming Critical (Slam and 1 other), Penetrate Damage Reduction (Adamantine), Perfect Health, Power Attack, Power Critical (Slam and 1 other), Self-Sufficient, Stamp, Track, Weapon Focus (Slam and 1 other), Earth's Embrace (B)
Environment: Any Cold
Organization: Solitary, Pair, or Family (2 adults and 1d4 children)
Alignment: Neutral, with equal likelihoods of being Good or Evil.
Advancement: 101+ HD (Colossal)
Level Adjustment: ---
The Inukpasugjuit are the 'greater giants of Inuit myth (the lesser giants being referred to as the Inugaruligasugjuit). At their smallest they are described as having fingers "the size of walruses" and to be able to fish for whales. At their largest their footprints become lakes, their hair brushes the clouds, and they can swallow whales whole. The Inukpasugjuit keep well to themselves, and little is known of them. Overall they appear to be fairly Neutral, with minorities among their population who could be considered Good or Evil. Whatever their Alignment they appeared to be highly territorial, and the meeting of two of their kind was always likely to end in battle unless they were family members who liked one another well.
The Inuit are very cautious and fearful of them. After all their names translation implies they are not simply giant people, but monstrous beings who only resemble people (right down to using clothes and weapons similar to the Inuit). The Inukpasugjuit are often associated with the rocks and water (and sometimes the cold as well), and some stories paint them less as giant men and more as spirits of the land with access to vast supernatural power (particularly the ability to affect the water and weather). Some adopt or treat humans well, some keep them as pets (or husbands), and some think of them as snacks like berries or nuts.
Improved Grapple (Ex): An Inukpasugjuit can make Grapple Checks without provoking an Attack of Opportunity.
Trample (Ex): Reflex Save DC 88 for half damage, Save DC is Str based. In addition if the Save is failed and the creature is at least 3 Size Categories smaller than the Inukpasugjuit it is considered Pinned in a Grapple.
Swallow Whole (Ex): An Inukpasugjuit can try to swallow a grabbed opponent two Size Categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d8+18 points of crushing damage plus 2d8+16 points of acid damage per round from his digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the giant's digestive tract (AC xx). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Inukpasugjuit gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Rock Throwing (Ex): The range increment is 240 feet for an Inukpasugjuit’s thrown rocks (see Monster Manual under Giant).
Angakkuq: An Inukpasugjuit who has an Int of 15 or higher may cast spells as a Druid whose Caster Level is equal to his Hit Dice (meaning in the case of the average Inukpasugjiut with this ability, that he is a 100th Level caster). Unlike normal the Angakkuq uses Charisma instead of Wisdom as his primary casting stat.
Frightful Presence (Ex): The Inukpasugjuit can inspire terror by charging or attacking. All creatures within 360' must succeed on a DC 72 Will save or become Panicked for 4d6 rounds. The save DC is Charisma-based. A successful Save means the opponent is immune to that Inukpasugjuit's Frightful Presence for 24 hours.
Constrict (Ex): On a successful grapple check, an Inukpasugjuit deals 4d8+50 points of damage.
Huge Size (Ex): Due to their impossible vastness an Inukpasugjuit adds it's Size Penalty as a Bonus to damage rolls (i.e. being a Colossal being it has a -8 Size Penalty to AC, therefore it adds +8 to damage rolls).
Swat (Ex): If the Inukpasugjuit hits a flying creature it's opponent must make a DC 88 Fortitude Save (Save DC is Str based) or fall from the sky taking appropriate falling damage (see DMG).
Rock Catching (Ex): An Inukpasugjuit gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).
Handle Monster (Ex): The Inukpasugjuit raise gigantic wolves in much the same way Inuit raise dogs, and train them to aid in hunting things like even more gigantic Polar Bears. As such they may use Handle Animal against Magical Beasts with a 1-2 Int as well as Animals without the usual penalty.
Subtype: While all Inukpasugjuit have the Cold Subtype, some have magical powers granting them additional Subtypes. They may choose the Air, Earth or Water Subtype as well, and if they do, spells they cast with that descriptor have their Saving Throw DC increased by +2.
Adoption (Su): If an Inukpasugjuit formally adopts a human being as their family, they will take them away from humankind to live out in the freezing wastes. If the human remains away from humankind over a season, he will gain the Adopted Template.
Combat: The Inukpasugjuit seem to prefer wrestling and unarmed combat amongst themselves. Weapons are mostly used for hunting or for serious fights.
Inupaksuksuk A giant large enough to catch whales in one hand, who adopted a human as his son. Exposure to him caused his human son to grow larger than a man, and age slowly. His son also became immune to cold and exposure to the elements.
Inuarulligasuksuk Evil, sharp toothed giant larger than Inupaksuksuk. Likes to at giant char fish and men. Known for his terrifying rage when angered.
Nuvuja Voluptuous wife of Inuarulligasuksuk, and a berserk as well.
Narssuk Orphaned son of Nuvuja, who became a powerful tuurngak, and ascended into the sky as the ruler of winter storms and wind.
Inukpasarjuk Female giant who straddles fjords while fishing for bowhead whales. Known for standing motionless for hours, incredible focus, and swallowing smaller whales whole. Married a human husband who assisted her in hunting truly gigantic polar bears, which she killed with boulders.
Kayarissat A race of giants who paddles their Kayaks across the frozen seas. They are skilled in magic, particularly influencing the weather.
Inuipassaksaq Giant whose family was murdered by the Tunnit, and who flooded the land in revenge.
Ahungahunaqa Giant known for juggling boulders.
Anurirjuaq The northern Anurirjaq are cruel and fierce men who bring the winter winds By contrast their southern female counterparts bring the spring and summer.
Adopted is an Acquired Template that can be applied to any Human who has spent sufficient time alone in the company of a Inukpasugjuit.
Size and Type: Size becomes Large, and Type becomes Giant with the Cold Subtype.
Hit Dice: If the Base Creature is not at least 8 Hit Dice, it gains Giant Hit Dice until it reaches 8 HD.
Speed: Base Land speed increases to 40 ft.
Armor Class: Natural Armor Bonus increases to +6.
Attacks: If the Base Creature has no Slam Attack, it gains one (2 Slam Attacks with a Full Attack).
Damage: The Adopted gains a Primary Slam Attack doing 1d4 plus Str Modifier.
Special Attacks: Retains all Special Attacks of the Base Creature.
Special Qualities: Retains all Special Qualities of the Base Creature, and gains Low-Light Vision.
Saves: May need to be recalculated due to HD possible increase and Ability changes.
Abilities: +8 Str, +4 Con, -2 Dex.
Skills: Unchanged unless HD increases. Class Skills for Giant Levels gained (if any) are Climb, Hide, Listen, Move Silently, Spot, Survival, and Swim.
Feats: Gains Diehard and Endurance as Bonus Feats (may also gain Feats from possible HD increase).
Environment: Any Cold or Temperate.
Organization: Usually Solitary (plus one or more Giants)
Challenge Rating: +0
Alignment: Unchanged, but most lean towards Neutrality.
Level Adjustment: +1