Giant, Shadow (CR 18)
Huge Giant
Alignment: Usually lawful evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: blindsight 60 ft., low-light vision, Spot +9, and listen +9
AC: 28 (-2 size, +3 Dex, +17 natural), touch 11, flat-footed 25
Hit Dice: 18d8+144 (225 hp)
Fort +19, Ref +9, Will +8
Speed: 50 ft.
Space: 15 ft./15 ft.
Base Attack +13; Grapple +34
Attack: Huge morningstar +24 melee, or Huge mighty composite shortbow (+4 Str bonus) +14 ranged, or rock +15 ranged
Full Attack: Huge morningstar +24/+19/+14 melee, or Huge mighty composite shortbow (+4 Str bonus) +14/+9/+4 ranged, or rock +15 ranged
Damage: Huge morningstar 2d8+19, Huge mighty composite shortbow (+4 Str bonus) 2d6+4, rock 1d6+13
Special Attacks/Actions: Death attack, rock throwing, sneak attack +4d6, spell-like abilities
Abilities: Str 36, Dex 17, Con 26, Int 11, Wis 14, Cha 19
Special Qualities: hide in plain sight, light sensitivity, rock catching
Feats: Alertness; Cleave; Combat Reflexes; Improved Initiative; Point Blank Shot; Power Attack; Precise Shot
Skills: Diplomacy +6, Hide +16, Jump +18, Move Silently +8, Sense Motive +7, Spot +9, and listen +9
Advancement: By character class
Climate/Terrain: Any land and underground.
Organization: Solitary, pair, or family (2-8 plus 35% noncombatants plus 1 sorcerer of 7th-10th level)
Treasure/Possessions: Double standard
Source:
Fiend Folio
Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she has a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. (The range increment is 120 feet.) A Huge giant can hurl rocks weighing 60 to 80 pounds (Medium-size objects).
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). A Huge giant can catch rocks of up to Huge 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 the table below). If the projectile has a bonus on attack rolls, the DC increases by that amount. The giant must be aware of and ready for the attack.
Rock Size | DC |
Small | 15 |
Medium-size | 20 |
Large | 25 |
Huge | 30 |
Shadow giants are nimble and elusive. They strike from darkness before retreating back into it. They rarely attack directly and prefer ranged attacks to melee. Shadow giants attack anyone who uses a daylight spell first, and then they go after anyone else using alternate light sources. They use their deeper darkness ability before moving into close combat.
Death Attack (Ex): If a shadow giant studies its victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (giant's choice). While studying the victim, the shadow giant can undertake other actions so long as its attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails its Fortitude saving throw (DC 10 + 1/2 shadow giant's HD + shadow giant's Int modifier) against the death effect, it dies. If the saving throw fails against the paralysis effect, the victim becomes helpless and unable to act for 1d6 rounds plus 1 round for each 2 HD of the shadow giant. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the shadow giant has completed the 3 rounds of study, it must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the target makes its save) or if the shadow giant does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before the giant can attempt another death attack.
Sneak Attack (Ex): Anytime a shadow giant's target is denied a Dexterity bonus, or when a target is flanked by a shadow giant, the shadow giant deals an additional 4d6 points of damage on a successful melee attack.
Spell-like Abilities: At will - blur, deeper darkness, shades, shadow evocation, shadow walk. Caster level 18th; save DC 14 + spell level.
Blindsight (Ex): A shadow giant maneuvers and fights nor only by sight, but also by using hearing and smell to ascertain its surroundings. This ability enables it to discern objects and creatures within 60 feet. A shadow giant usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Hide in Plain Sight (Su): As long as a shadow giant is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.
Light Sensitivity (Ex): When exposed to sunlight, or to light equivalent to a daylight spell, shadow giants take a -2 morale penalty on all attack rolls, saves, checks and damage rolls.
Skills: A shadow giant has a +4 racial bonus on Hide checks. In shadowy 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 have 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.