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<blockquote data-quote="Grazzt" data-source="post: 2419786" data-attributes="member: 7"><p>Or use this one....its the Mountain Giant from the 1E Fiend Folio, adjusted slightly for 3E/3.5 (because giants got a power boost from previous editions; also made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5):</p><p></p><p></p><p><strong>Giant, Mountain</strong></p><p><strong>Huge Giant </strong></p><p>Hit Dice: 16d8+80 (152 hp)</p><p>Initiative: –1</p><p>Speed: 30 ft. in armor (6 squares); base speed 40 ft.</p><p>Armor Class: 22 (-2 size, -1 Dex, +12 natural, +3 hide), touch 7, flat-footed 22</p><p>Base Attack/Grapple: +12/+30</p><p>Attack: Greatclub +21 melee (3d8+10) or rock +10 ranged (2d8+10)</p><p>Full Attack: Greatclub +21/+16/+11 melee (3d8+10) or rock +10 ranged (2d8+10)</p><p>Space/Reach: 15 ft./15 ft.</p><p>Special Attacks: Rock throwing, summon giants</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +15, Ref +4, Will +7</p><p>Abilities: Str 31, Dex 8, Con 21, Int 14, Wis 14, Cha 10</p><p>Skills: Balance -4*, Climb +17*, Craft (any one) +14, Diplomacy +8, Escape Artist -4*, Hide -12*, Intimidate +8, Jump +21*, Listen +12, Move Silently -4*, Spot +20, Swim +4*, Tumble -2*</p><p>Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)</p><p>Environment: Temperate mountains</p><p>Organization: Solitary, gang (2–4), or tribe (1–4 plus 75% noncombatants, 6–9 ogres, 4–9 trolls, and 1–4 hill giants)</p><p>Challenge Rating: 10</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: By character class</p><p>Level Adjustment: —</p><p></p><p>* Skills include adjustment for armor.</p><p></p><p><strong>Combat</strong></p><p><strong>Rock Throwing (Ex):</strong> The range increment is 140 feet for a mountain giant’s thrown rocks.</p><p><strong><em>Summon Giants</em> (Sp): </strong>Once per day, a mountain giant can summon 2d6+3 ogres, 1d6+3 trolls, or 1d4 hill giants with a 35% chance of success.</p></blockquote><p></p>
[QUOTE="Grazzt, post: 2419786, member: 7"] Or use this one....its the Mountain Giant from the 1E Fiend Folio, adjusted slightly for 3E/3.5 (because giants got a power boost from previous editions; also made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5): [B]Giant, Mountain Huge Giant [/B] Hit Dice: 16d8+80 (152 hp) Initiative: –1 Speed: 30 ft. in armor (6 squares); base speed 40 ft. Armor Class: 22 (-2 size, -1 Dex, +12 natural, +3 hide), touch 7, flat-footed 22 Base Attack/Grapple: +12/+30 Attack: Greatclub +21 melee (3d8+10) or rock +10 ranged (2d8+10) Full Attack: Greatclub +21/+16/+11 melee (3d8+10) or rock +10 ranged (2d8+10) Space/Reach: 15 ft./15 ft. Special Attacks: Rock throwing, summon giants Special Qualities: Low-light vision, rock catching Saves: Fort +15, Ref +4, Will +7 Abilities: Str 31, Dex 8, Con 21, Int 14, Wis 14, Cha 10 Skills: Balance -4*, Climb +17*, Craft (any one) +14, Diplomacy +8, Escape Artist -4*, Hide -12*, Intimidate +8, Jump +21*, Listen +12, Move Silently -4*, Spot +20, Swim +4*, Tumble -2* Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub) Environment: Temperate mountains Organization: Solitary, gang (2–4), or tribe (1–4 plus 75% noncombatants, 6–9 ogres, 4–9 trolls, and 1–4 hill giants) Challenge Rating: 10 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: — * Skills include adjustment for armor. [B]Combat Rock Throwing (Ex):[/B] The range increment is 140 feet for a mountain giant’s thrown rocks. [B][I]Summon Giants[/I] (Sp): [/B]Once per day, a mountain giant can summon 2d6+3 ogres, 1d6+3 trolls, or 1d4 hill giants with a 35% chance of success. [/QUOTE]
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