Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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15<br />
Sea Giant<br />
Gargantuan Giant (<strong>Aquatic</strong>)<br />
Hit Dice: 32d8+32 (176 hp)<br />
Initiative: +2<br />
Speed: 40 ft. (8 squares), swim 60 ft. (12<br />
squares)<br />
Armor Class: 28 (-4 size, +2 Dex, +15<br />
natural, +5 conch-shell armor), touch 8,<br />
flat-footed 26<br />
Base Attack/Grapple: +24/+55<br />
Attack: Trident +40 melee (3d6+19/19-20)<br />
or trident +20 ranged (3d6+19/19-20) or net<br />
+20 ranged (entangle)<br />
Full Attacks: Trident +40/+35/+30/+25<br />
melee (3d6+19/19-20) or trident +38/+33/<br />
+28/+23 melee (3d6+19/19-20) and net<br />
+21/+16/+11 ranged (entangle) or trident<br />
+23/+18/+13/+8 ranged (3d6+19/19-20) or<br />
trident +21/+16/+11/+6 ranged (3d6+19/19-<br />
20) and net +21/+16/+11 ranged (entangle)<br />
Space/Reach: 20 ft./20 ft.<br />
Special Attacks: Net fighting, rock<br />
throwing, siren song<br />
Special Qualities: Amphibious,<br />
dehydration, low-light vision, rock catching<br />
Saves: Fort +19, Ref +12, Will +10<br />
Sea giants are distant, imposing, and <strong>of</strong>ten<br />
silent in demeanor. Most prefer to have little to<br />
do with non-aquatic creatures unless absolutely<br />
necessary. On <strong>the</strong> rare occasions that <strong>the</strong>y have<br />
business with sailing vessels or land-dwellers, sea<br />
giants will rise slowly out from <strong>the</strong> waves, silent<br />
and staring down to ensure such folk have every<br />
opportunity to see just how terrifying <strong>the</strong>y are.<br />
Sea giants make certain all parties concerned treat<br />
<strong>the</strong> occasion with sufficient gravity before <strong>the</strong>y<br />
commence any negotiation.<br />
Sea giants are huge, with blue-green skin,<br />
bright green eyes and brown seaweed for hair.<br />
Indeed <strong>the</strong>ir whole bodies are <strong>of</strong>ten draped with<br />
weeds. <strong>The</strong>ir skin sometimes resembles fishscales,<br />
but just as <strong>of</strong>ten is more like sea-adapted<br />
mammalian skin such as that <strong>of</strong> a dolphin or whale.<br />
Sea giants stand some 32 to 35 feet tall,<br />
but are <strong>of</strong> normal human proportions ra<strong>the</strong>r than<br />
having <strong>the</strong> broad and savage build <strong>of</strong> some <strong>of</strong><br />
<strong>the</strong> o<strong>the</strong>r giants. <strong>The</strong>y typically weigh 40,000 to<br />
50,000 pounds. A sea giant can live to be up to<br />
1,200 years old.<br />
192<br />
Abilities: Str 48, Dex 15, Con 13, Int 11,<br />
Wis 10, Cha 12<br />
Skills: Climb +24, Intimidate +16, Jump<br />
+28, Listen +15*, Move Silently +17*,<br />
Spot+15*, Swim +27<br />
Feats: Awesome Blow, Greater Two-<br />
Weapon Fighting B , Improved Bull Rush,<br />
Improved Critical (trident), Improved Two-<br />
Weapon Fighting B , Point Blank Shot, Power<br />
Attack, Precise Shot, Quick Draw, Rapid<br />
Shot, Two-Weapon Fighting, Weapon Focus<br />
(net), Weapon Focus (trident)<br />
Environment: Any aquatic<br />
Organization: Solitary, pair, family (2-4<br />
plus 50% non-combatants) or tribe (21-30<br />
led by a 3rd-5th level ranger, plus a druid<br />
or cleric <strong>of</strong> 2nd-4th level, plus 35% noncombatants,<br />
plus ei<strong>the</strong>r 2-12 sharks, 1-2<br />
giant squid, or 2-4 orcas, plus 25% chance<br />
<strong>of</strong> one kraken, plus 50% chance <strong>of</strong> 2-12 sea<br />
lions, plus 30% chance <strong>of</strong> 1-4 humans)<br />
Challenge Rating: 15<br />
Treasure: Standard<br />
Alignment: Usually neutral<br />
Advancement: By character class<br />
Level Adjustment: —<br />
Sea giants do not usually carry bags, but tie<br />
larger items directly to <strong>the</strong>ir belts with lengths<br />
<strong>of</strong> tough seaweed. A sea giant going hunting or<br />
fishing will use his net to drag back anything he<br />
catches. Sea giants usually carry at least four or<br />
five tridents, <strong>of</strong>ten clutching <strong>the</strong> extra weapons<br />
under <strong>the</strong>ir left arms. Most sea giants prefer to<br />
leave <strong>the</strong> bulk <strong>of</strong> <strong>the</strong>ir treasure in <strong>the</strong>ir lairs,<br />
carrying only items <strong>the</strong>y expect to be useful on<br />
<strong>the</strong> particular trip <strong>the</strong>y are taking. This usually<br />
includes any magic items <strong>the</strong>y have and are able to<br />
use, since such items are generally highly portable<br />
and potentially lifesaving.<br />
Combat<br />
Sea giants armed for war carry tridents and<br />
nets, although this is also <strong>the</strong> typical gear <strong>of</strong> a sea<br />
giant going hunting and fishing for his supper. <strong>The</strong>y<br />
wear a variety <strong>of</strong> armors made from <strong>the</strong> natural<br />
products <strong>of</strong> <strong>the</strong> sea. Most prefer to entangle <strong>the</strong>ir<br />
opponents with nets before ei<strong>the</strong>r moving in to<br />
finish <strong>the</strong>m <strong>of</strong>f with <strong>the</strong>ir tridents or dragging <strong>the</strong>m<br />
<strong>of</strong>f to a suitable prison. When throwing tridents at