Storm Giant | CR 13 |
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Often CG Huge Giant Init +2; Senses low-light vision; Listen +15, Spot +25 Languages Giant, Common |
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AC 27, touch 10, flat-footed 25 hp 199 (19 HD) Immune electricity Fort +17, Ref +8, Will +13 |
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Speed 35 ft., swim 30 ft. Melee Greatsword +26/+21/+16 (4d6+21/19-20); or Melee 2 slams +26 (1d6+14) Ranged Composite longbow (+14 Str bonus) +14/+9/+4 (3d6+14/x3) Space 15 ft.; Reach 15 ft. Base Atk +14; Grp +36 Atk Options Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Power Attack Special Actions rock catching Spell-like Abilities (CL 20): 2/day—control weather, levitate 1/day—call lightning (DC 15), chain lightning (DC 18) The save DCs are Charisma-based |
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Abilities Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15 SQ freedom of movement, water breathing Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Skills Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18* Advancement By character class |
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Freedom of Movement (Su) Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex) Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills A storm giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming. |