Encounters: Dales, Cormyr, Sembia - Forest
Giant, Forest (CR 11)
Alignment: Usually neutral
Initiative: +5 (+1 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +19, and Spot +19
AC: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Hit Dice: 13d8+78 (136 hp)
Fort +14, Ref +5, Will +7
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +9; Grapple +38
Attack: Greatclub +18 melee, or Mighty composite longbow (+4 Str bonus) +8 ranged, or rock +9 ranged
Full Attack: Greatclub +18/+13 melee, or Mighty composite longbow (+4 Str bonus) +8/+3 ranged, or rock +9 ranged
Damage: Greatclub 4d8+16, Mighty composite longbow (+4 Str bonus) 2d8+4/x3, rock 2d8+11
Special Attacks: Poisoned arrows, rock throwing
Abilities: Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21
Special Qualities: rock catching
Feats: Far Shot; Improved Initiative; Point Blank Shot; Precise Shot; Rapid Shot
Skills: Diplomacy +7, Hide +13, Listen +19, Sense Motive +19, and Spot +19
Advancement: By character class
Climate/Terrain: Any forest
Organization: Solitary, pair, gang (3-5), band (6-9 plus 35% noncombatants plus 1 1st-2nd level druid), or hunting/raiding party (6-9 plus 35% noncombatants plus 1 3rd-5th level druid)
Treasure: Standard coins; double goods; standard items
Source: Monster Manual II
Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. A forest giant's thrown rocks have a range increment of 120 feet.
Rock catching (Ex): A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.
Poison (Ex): Forest giants coat their arrows with Poison (Fortitude save DC 22). The initial and secondary damage is the same (unconsciousness for 4d4 rounds).
Skills: A forest giant has a +4 racial bonus on Hide checks. In wooded areas, this bonus rises to +8.
Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant's favorite ranged weapon is a big rock.
Forest giants target opponents from afar with their poison arrows. Though they are not averse to attacking with clubs, their poison-tipped, ranged weapons often end a battle quickly with few casualties for the giants. Forest giants use their natural camouflage abilities to hide among the trees and wait in ambush for the next creature crosses their path.