Giant
nephilim2_zps951b1b49.jpg
Size/Type Large Humanoid
Hit Dice 13d8 +65 (123 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Defense 12
Damage Reduction 9
Attack Slam +16 (1d8 +8) or Spear +16 (1d10 +8) or Boulder (1d8 +8)
Space/Reach 10 ft./10 ft.
Special Attacks Rock Throwing, Shattering Storm, Trample, Bonegrider
Special Qualities: Rock Catching, Cloudstone
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 26, Dex 17, Con 21, Int 13, Wis 12, Cha 10
Skills: Acrobatics +16, Intimidation +11, Jump +24, Perception +9, Survival +17
Feats: Combat Expertise, Combat Reflexes, Mobility, Nimble, Two-Weapon Fighting, Weapon Mastery (spear)
Environment warm or cold Desert
Organization Pack (1d4+4), Horde (1d10+10)
Experience Points 4,800
Morale DC: 11

Yield

Treasure Type: B

Spell Components:
The blood of a Giant may be used as an additional component for the Enlarge spell. Four pints of fresh Giant blood or four pounds of dried, powdered blood increases the duration of the spell to 1 hour per caster's HD.

The rib of a Giant may be used as an additional material component for the Animal Evolution spell. If a successful Rituals skill check is made (DC 30), the caster may increase the Strength of the animal by an additional +1d6.

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