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Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...

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Lesser Sea Giant<br />

Huge Giant (<strong>Aquatic</strong>)<br />

Hit Dice: 17d8+102 (178 hp)<br />

Initiative: +1<br />

Speed: 50 ft. (10 squares), swim 40 ft. (8<br />

squares)<br />

Armor Class: 21 (-2 size, +1 Dex, +12<br />

natural), touch 9, flat-footed 20<br />

Base Attack/Grapple: +12/+33<br />

Attack: Gargantuan trident +24/+19/+14<br />

melee (4d6+13) or slam +23 melee (1d6+13)<br />

or Gargantuan trident +12 ranged (4d6+13)<br />

Full Attack: Gargantuan trident +24/+19/<br />

+14 melee (4d6+13) or 2 slams +23 melee<br />

(1d6+13) or Gargantuan trident +12 ranged<br />

(4d6+13)<br />

Space/Reach: 15 ft./15 ft.<br />

Special Attacks: Shape water, spell-like<br />

abilities<br />

Special Qualities: Darkvision 60 ft., freedom<br />

<strong>The</strong> depths <strong>of</strong> <strong>the</strong> ocean hold many secrets:<br />

sunken ships, lost civilizations, fantastic beasts <strong>of</strong><br />

immense size and pr<strong>of</strong>ound evil. One such secret<br />

that recently surfaced is <strong>the</strong> lesser sea giant. Lesser<br />

sea giants are approximately 20 feet tall, greenskinned,<br />

and have white hair streaked with green.<br />

Males tend to wear <strong>the</strong>ir hair and beards braided,<br />

and members <strong>of</strong> both sexes favor bangles <strong>of</strong> shells,<br />

bits <strong>of</strong> coral, and o<strong>the</strong>r adornments. Lesser sea giants<br />

live hermetic lifestyles, staking out a territory and<br />

sharing that territory with only natural animals. All<br />

o<strong>the</strong>r creatures are ei<strong>the</strong>r killed or chased away. One<br />

creature that a lesser sea giant will always attack<br />

on sight is a storm giant; <strong>the</strong>re is an ancient hatred<br />

between <strong>the</strong>se two races that goes back millennia.<br />

Combat<br />

Lesser sea giants attack using <strong>the</strong>ir spell-like<br />

abilities, shape water ability and trident. If unarmed,<br />

<strong>the</strong>y can attack with <strong>the</strong>ir fists. <strong>The</strong>y do not hurl<br />

rocks as o<strong>the</strong>r giants. <strong>The</strong>ir outsized tridents have a<br />

range increment <strong>of</strong> 20 feet.<br />

Shape Water (Su): Once per day, a lesser sea<br />

giant can form a volume <strong>of</strong> water into <strong>the</strong> shape <strong>of</strong> a<br />

20-foot long arm ending in a clenched fist (AC 20,<br />

hp 80). <strong>The</strong> lesser sea giant may use this fist to make<br />

a ranged attack with a maximum range <strong>of</strong> 20 feet,<br />

and deal 1d8+13 points <strong>of</strong> damage as a slam. Any<br />

creature struck by this fist must succeed on a DC<br />

20 Fortitude save or be stunned for 1 round. <strong>The</strong><br />

save DC is Charisma-based. <strong>The</strong> arm remains for<br />

17 rounds and <strong>the</strong> lesser sea giant does not need to<br />

concentrate to maintain <strong>the</strong> arm. <strong>The</strong> fist loses shape<br />

181<br />

<strong>of</strong> movement, oversized weapon, rock<br />

catching, water breathing<br />

Saves: Fort +16, Ref +6, Will +7<br />

Abilities: Str 37, Dex 13, Con 23, Int 14, Wis<br />

14, Cha 14<br />

Skills: Concentration +19, Intimidate +15,<br />

Jump +34, Listen +16, Spot +16, Swim +34<br />

Feats: Cleave, Combat Expertise, Great<br />

Cleave, Power Attack, Improved Sunder,<br />

Weapon Focus (trident)<br />

Environment: Any aquatic<br />

Organization: Solitary or family (2-4 plus 1<br />

non-combatant, plus 1 sorcerer or cleric <strong>of</strong> 6th-<br />

9th level, plus 2-8 large sharks)<br />

Challenge Rating: 12<br />

Treasure: Standard coins; double goods;<br />

standard items<br />

Alignment: Usually neutral evil<br />

Advancement: By character class<br />

Level Adjustment: —<br />

12<br />

if it reaches 0 hit points, <strong>the</strong> duration expires, or <strong>the</strong><br />

lesser sea giant dies or wills <strong>the</strong> effect to end.<br />

Spell-Like Abilities: 2/day—control water<br />

(DC 16); 1/day—control winds. Caster level 17th.<br />

<strong>The</strong> save DCs are Charisma-based.<br />

Freedom <strong>of</strong> Movement (Su): Lesser sea<br />

giants continuously benefit from freedom <strong>of</strong><br />

movement as <strong>the</strong> spell (caster level 17th).<br />

Oversized Weapon (Ex): A lesser sea giant<br />

wields a great, one-handed trident (big enough for<br />

Gargantuan creatures) without penalty.<br />

Rock Catching (Ex): A lesser sea giant can<br />

catch Small, Medium, or Large rocks (or projectiles<br />

<strong>of</strong> similar shape). Once per round, a lesser sea giant<br />

that would normally be hit by a rock can make a<br />

Reflex save to catch it as a free action. <strong>The</strong> DC is<br />

15 for a Small rock, 20 for a Medium one, and 25<br />

for a Large one. (If <strong>the</strong> projectile provides a magical<br />

bonus on attack rolls, <strong>the</strong> DC increases by that<br />

amount.) <strong>The</strong> lesser sea giant must be ready for and<br />

aware <strong>of</strong> <strong>the</strong> attack in order to make a rock catching<br />

attempt.<br />

Water Breathing (Ex): A lesser sea giant<br />

can brea<strong>the</strong> underwater indefinitely and can freely<br />

use its spell-like abilities and o<strong>the</strong>r abilities while<br />

submerged.<br />

Skills: A lesser sea giant has a +8 racial bonus<br />

on any Swim check to perform some special action<br />

or avoid a hazard. It can always choose to take 10 on<br />

a Swim check, even if distracted or endangered. It<br />

can use <strong>the</strong> run action while swimming, provided it<br />

swims in a straight line.

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