Huge Giant (Earth, Cold, Evil)
Hit Dice: 20d8+120 (210 hp)
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 Size, -1 Dex, +15 Natural), touch 7, flat-footed 22
Base Attack/Grapple: +15/+33
Attack: Slam +23 melee (1d8+10) or by weapon +23
Full Attack: 2 Slams +23 melee (1d8+10) or by weapon +23/+17/+11
Space/Reach: 15 ft./15 ft.
Special Attacks: Bless Weapon, Uproot, Frightful Presence
Special Qualities: Low Light Vision, Cure, DR 15/-, Rock Catching, Luck, Hold Breath
Saves: Fort +18, Ref +5, Will +7
Abilities: Str 30, Dex 8, Con 23, Int 8, Wis 8, Cha 18
Skills: Climb +12, Intimidate +9, Knowledge (Arcana, Nature) +2, Listen +2, Spot +2, Survival +1
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Large and in Charge, Power Attack, Track
Environment: Temperate Forests, Hills and Mountains
Organization: Solitary, Pair or Group (3-6)
Challenge Rating: 11
Alignment: Neutral Evil or Neutral
Advancement: By Character Class
Level Adjustment: ---
The Stonecoats (also called the Jokao) are similar to the Chenoo, but their origin varies greatly. In some stories they were a tribe that became monsters after descending into cannibalism during a bad winter. In some stories there is only one Stonecoat. And in some they are a race of spirits associated with winter created by Tawiskaron. Whatever the origin, they are giants twice as tall as a man covered in stony scales. They eat humans, and are greatly feared by them as most weapons will not pierce their hide. Some regret what they have done, and will ask hunters to prepare for them a mixture of melted deer fat in hopes of becoming human once again.
Bless Weapon (Su): Most Stonecoats are unaware they possess this power, and it's use varies widely in the tales. In some cases the Stonecoat must taste it, and in others touch it. In some stories it must be flint, in others it can be any weapon. In either case as a standard action, a stonecoat can give a single weapon they touch their blessing. A blessed weapon deals untyped damage, allowing it to overcome damage reduction, and if it deals slashing damage, it also gains the Keen property )see DMG). This effect is permanent.
Uproot (Ex): If necessary the Stonecoat can uproot a tree as a Full Round Action. It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge. They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed). They may also throw theses trees, with a Range Increment of 30'.
Frightful Presence (Ex): Whenever the Stonecoat attacks, or charges, it's opponents must make a DC 24 Willpower Save if they are within 30' and have less Hit Dice than the Stonecoat. If the save is successful they are immune to that Stonecoats Frightful Presence for 24 hours. On a failure creatures with 4 HD or less are panicked for 4d6 rounds, and if they have 5 or more Hit Dice they are Shaken for 4d6 rounds. Stonecoats are immune to each others Frightful presence.
Cure: In some stories a Stonecoat who drinks a cup of hot, melted deer fat sheds his stony exterior to become human again. Efectively it returns to whatever it was before it became a Stonecoat.
Rock Catching (Ex): A Stonecoat gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock (see Monster Manual under Giant).
Luck (Su): When taking the Aid Another Action as part of a Skill Check or Combat, the Stonecoat provides a +8 Bonus instead of a +2. Stonecoats often increase the luck of hunters or those they travel with.
Hold Breath (Ex): A Stonecoat can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.
Combat: Given the difficulty required in injuring them, Stonecoats are not tactical geniuses. They may or may not uproot a tree when attacking. More than likely they jut wade in and begin beating you about the head with their fists.