While most giants have the physical features of the type of giant of their immediate ancestors, occasionally a giant gives birth to a child who has physical traits associated with one of the other types of giants. Hill giants are the one type of giant whose traits don’t arise in other giants.
Creating a Mongrel Giant
“Mongrel giant” is an inherited template that can be added to any creature with the giant subtype (referred to hereafter as the base creature). A mongrel giant retains all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature’s CR + 1.
Special Qualities: A mongrel giant retains all the special attacks, qualities, and abilities of the base creature and gains the following special quality.
Giant Ancestry (Ex)
Abilities: Con +2. Most mongrel giants gain an additional ability score increase as determined by their giant ancestry; if an ancestry grants a bonus to Constitution higher than +2, that higher bonus replaces this standard +2 bonus.
Giant Ancestry Traits
A mongrel giant gains additional traits based on his ancestry. For spell-like abilities, the mongrel giant’s caster level is equal to the base creature’s HD or the caster level of the base creature’s spell-like abilities, whichever is higher.
Cliff Giant: Cliff mongrels have red-brown skin shot through with streaks of shimmering color. They gain tremorsense 30 feet when in contact with unworked stone or natural earth, and they can use the following spell-like abilities once per day: cure moderate wounds, speak with animals, and stone shape. Wisdom +2.
Cloud Giant: Cloud mongrels have fine features and pale blue or white skin. They can use the following spell-like abilities once per day: fog cloud, levitate (self plus 2,000 pounds), and obscuring mist. They also gain the oversized weapon ability (the giant can wield a weapon of one size category larger than his size would normally allow without penalty). Wisdom +2.
Eclipse Giant: Eclipse mongrels have dark gray skin and appear somewhat overweight. They gain immunity to death effects and can use the following spell-like abilities once per day: daylight or deeper darkness (choose one) and heal or harm (choose one). Wisdom +2.
Fire Giant: Fire mongrels have orange hair and red or black skin. They gain the fire subtype (including immunity to fire and vulnerability to cold), and gain Martial Weapon Proficiency (greatsword) as a bonus feat. Strength +2.
Frost Giant: Frost mongrels have light blue skin and dirty yellow hair. They gain the cold subtype (including immunity to cold and vulnerability to fire), and gain Martial Weapon Proficiency (greataxe) as a bonus feat. Constitution +4.
Jungle Giant: Jungle mongrels have brown and green skin that is textured like fibrous plant material or tree bark. They gain immunity to poison and gain the jungle giant’s archery expert ability. Dexterity +2.
Marsh Giant: Marsh mongrels have pale green skin and hairless bodies. They gain a swim speed of 20 feet and can use the following spell-like abilities once per day: augury, bestow curse, and fog cloud. Strength +2.
Moon Giant: Moon giant mongrels have pale gray skin that sparkles faintly in dim light. They gain cold resistance 10 and fire resistance 10, and can use the following spell-like abilities once per day: clairaudience/clairvoyance, dancing lights, and true seeing. Wisdom +2.
Mountain Giant: Mountain mongrels have warty skin. They gain immunity to fear and can use the following spell-like abilities once per day: deeper darkness, dimension door, and invisibility. Strength +2.
Plague Giant: Plague mongrels are thin and their skin looks diseased. They gain immunity to disease and can use the following spell-like abilities once per day: contagion, death knell, and wither limb. Wisdom +2.
Rune Giant: Rune giant mongrels are among the rarest of all mongrel giants. They have black skin through which red runes shimmer, almost like faintly glowing tattoos. A rune mongrel’s CR is the same as the base creature’s CR + 2. They gain immunity to cold, electricity, and fire; gain the runes ability that rune giants have; and can use the following spell-like abilities once per day: air walk, charm person, demand, mass charm monster, and suggestion. Strength +6, Constitution +8, Wisdom +4, Charisma +4.
Stone Giant: Stone mongrels have elongated heads and brown or gray skin that resembles rock. They gain the stone giant’s improved rock catching ability, and increase the range of their rock throwing ability by 40 feet. If the base creature doesn’t have rock throwing, it gains that ability with a range increment of 120 feet. Natural armor bonus increases by 2.
Sun Giant: Sun mongrels have golden skin and faintly glowing flame-colored hair. They are immune to fire and blindness, and can use the following spell-like abilities once per day: daylight and flame strike. Wisdom +2.
Taiga Giant: Taiga mongrels have dark gray skin, red hair, and a strong lower jaw. They gain a +4 deflection bonus to their Armor Class from protective spirits and are immune to illusions. Constitution +4.
Tomb Giant: Tomb mongrels have milky-white, hairless flesh. They gain immunity to death effects and paralysis, gain the negative energy affinity defensive ability, and can use control undead once per day as a spell-like ability. Wisdom +2.
Wood Giant: Wood mongrels have pale pink skin and prominent brows. They can use the following spell-like abilities once per day: charm animal, enlarge person (self only), pass without trace, quench, speak with animals, spike growth, and tree shape. Dexterity +2.
Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.