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Giant, Ash


Towering above a typical human, this misshapen giant’s pale flesh is covered in purulent sores and bulbous tumors.

Ash Giant CR 11

XP 12,800
CN Large humanoid (giant)
Init +2; Senses low-light vision; Perception +8

DEFENSE

AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, -1 size)
hp 147 (14d8+84)
Fort +15, Ref +6, Will +5
Defensive Abilities rock catching; Immune disease, poison

OFFENSE

Speed 40 ft. (30 ft. in armor)
Melee Huge club +20/+15 (2d6+11 plus disease), slam +15 (1d8+5 plus disease) or 2 slams +20 (1d8+11 plus disease)
Ranged rock +13 (1d8+16 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rock throwing (120 ft.)

STATISTICS

Str 33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +22; CMD 34
Feats Catch Off-Guard, Cleave, Great Cleave, Point-Blank Shot, Power Attack, Precise Shot, Self-Sufficient
Skills Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
Languages Common, Giant
SQ oversized weapon, vermin empathy +14

SPECIAL ABILITIES

Disease (Su)

While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant’s attacks is exposed to this virulent sickness.

Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1 day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. The save DC is Constitution-based.

Oversized Weapon (Ex)

An ash giant can wield Huge weapons without penalty.

Vermin Empathy (Ex)

This ability functions as a druid’s wild empathy ability, save that it works only on vermin. An ash giant gains a racial bonus on this check equal to its Hit Dice (+14 for most ash giants). Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).

ECOLOGY

Environment any wastelands
Organization solitary, gang (2-5), band (6-9), raid (9-12 plus 1d4 giant vermin), or tribe (13-30 plus 35% noncombatants, plus 1 barbarian or fighter chief of 6th-8th level and 6-8 giant vermin)
Treasure standard (hide armor, Huge club, other treasure)

Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts.

Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds.

Ash giants are 10 feet tall and weigh 1,200 pounds.

Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.