Most true giants view their ability to procreate with other races and other kinds of giants as a curse upon their kind. A few kinds of giants, however, view the ability to breed with other races as a gift.
No matter how an individual giant feels about mating with other races, the fact remains that they are physically capable of procreating with nearly any creature of naturally humanoid form. Such a union produces a child with most of the traits of its non-giant parent, or of the mother if both parents are giants. Giant parentage often results in increased size and strength, and it bestows the giants‘ famous knack for throwing boulders. The giant size of a giantblood dilutes in just one generation, however; the children of non-giant/giantblood pairs display no trace of giant heritage except perhaps strangely colored hair, skin, or eyes. Similarly, the children of a giant and a half-giant show few signs of the non-giant grandparent’s blood.
In addition to their strength and size, a giantblood often exhibits other physical traces of their giant parent’s heritage.
“Giantblood” is an inherited template that can be added to any living, corporeal creature of at least Small size and naturally humanoid shape that does not have the oni subtype (referred to hereafter as the base creature). Creatures that do not reproduce in the same manner as giants cannot receive this template. Furthermore, mating between giants of the same kind does not produce giantblood offspring.
A giantblood uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: As base creature +1
Size: If the base creature’s size category is smaller than that of the giant parent, the giantblood gains one size category (maximum Colossal). A giantblood that changes size does not gain the normal bonuses associated with an increase in size. Instead, it gains the bonuses/penalties outlined in this template.
Speed: If the base creature gains a size category, each of its speeds increases by +10 feet over that of the base creature. If the base creature increases size and can fly its maneuverability decreases one step.
Armor Class: The base creature’s natural armor bonus improves as given on Table 2-21 and gains a size penalty depending on the giantblood’s final size.
|Final Size||Natural AC Bonus||Space/Reach Bonus||Rock Throwing Range Increment|
|Medium||+1||+0 ft.||60 ft.|
|Large||+3||+ 5 ft.||120 ft.|
|Huge||+4||+5 ft.||140 ft.|
|Gargantuan||+5||+5 ft.||180 ft.|
|Colossal||+6||+10 ft.||220 ft.|
Attacks: The bonuses on a giantblood’s attack and damage rolls changes based on its new base attack bonus, Strength modifier, and its new size modifier. If the base creature has any natural attacks the damage increases by one step.
Space/Reach: Same as the base creature unless the giantblood gained a size category. In that case, the giantblood’s space and reach increases by the bonus given on Table 2-21. Reach bonuses from specific attacks do not increase.
Special Attacks: A giantblood gains rock throwing with a range increment given on Table 2-21. If the base creature already has the rock throwing ability it uses either the base creature’s range or the one granted by this template, whichever is greater.
Abilities: The giantblood’s abilities change based on its final size, as shown on Table 2-22, even if the giantblood’s size did not change. Abilities reduced by the application of this template have a minimum of 1.
Special Qualities: The giantblood retains all the base creature’s special qualities and gains additional qualities based on its giant parent.
An athach-blood has an extra arm growing out of its torso. It gains a claw attack with this extra arm with damage dependent on its size. If the base creature has no natural attacks this claw attack is primary, otherwise it is secondary.
A cave-blood gains the ferocity universal monster ability.
A cliff-blood gains acid resistance 10.
A cloud-blood gains the scent universal monster ability.
Once per day, as an immediate action, a cyclops-blood can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops-blood only, and cannot be applied to the rolls of others.
Once per day, as a swift action, a great cyclops-blood can gain a burst of savage inspiration. When it does, it doubles the threat range of all weapons, attack bonus on all natural and rock attacks it makes until the start of its next turn.
A desert-blood travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.
An ettin-blood has a second head. Because of its second head, the ettin-blood gains a +2 racial bonus on all Perception checks. If the base creature has a bite attack, the second head grants the ettin-blood a second bite attack with the same attack modifier and base damage. The ettin-blood also gains Multiattack as a bonus feat.
A fire-blood gains fire resistance 10.
A frost-blood gains cold resistance 10.
A jungle-blood is immune to disease.
An ogre-blood gains darkvision +60 ft.
All Craft skills are class skills for a slag-blood.
A stone-blood’s natural armor bonus improves by +2.
A storm-blood gains electricity resistance 10.
A taiga-blood gains a +4 bonus on saves vs. enchantments and illusion spells.
A troll-blood gains regeneration 2 (fire or acid).
Oni are spirits who take residence in mortals to experience the pleasures of the flesh. Since the giantblood template is due to the results of physical copulation, an oni such as the fire yai does not necessarily pass on its qualities to its offspring.
However, if you wish to apply this template where a parent is an oni, use the special quality due to the giant in which the oni resides. For example, a fire yai-blood would gain fire resistance 10 from the fire giant part of its heritage.
Advanced Bestiary, Copyright 2014, Green Ronin Publishing, LLC; Author Jeff Hersh, Developer Owen K.C. Stephens