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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 5234046" data-attributes="member: 2012"><p><strong>A MC1 Entry</strong></p><p></p><p><strong><span style="color: DarkOrange">GIANT, REEF</span></strong></p><p><strong>Large Giant (Aquatic, Earth)</strong></p><p><strong>Hit Dice:</strong> 14d8+70 (133 hp)</p><p><strong>Initiative:</strong> +4 (Dex)</p><p><strong>Speed:</strong> 40 ft. (8 squares), swim 40 ft.</p><p><strong>AC:</strong> 26 (-1 size, +4 Dex, +13 natural), touch 13, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +10/+22</p><p><strong>Attack:</strong> Large trident +17 melee (2d6+12) or rock +17 ranged (2d8+8)</p><p><strong>Full Attack:</strong> Large trident +17/+12 melee (2d6+12) or rock +17/+12 ranged (2d8+8)</p><p><strong>Face/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Rock throwing</p><p><strong>Special Qualities:</strong> Rock catching, scent</p><p><strong>Saves:</strong> Fort +14, Ref +8, Will +5</p><p><strong>Abilities:</strong> Str 27 (+8), Dex 19 (+4), Con 21 (+5), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)</p><p><strong>Skills:</strong> Climb +10, Hide +2*, Jump +14, Spot +4, Swim +16</p><p><strong>Feats:</strong> Cleave, Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot</p><p></p><p><strong>Continent/Region:</strong> Karmine Sea</p><p><strong>Environment:</strong> Temperate or warm aquatic</p><p><strong>Organization:</strong> Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/trading party (6–9 plus 1 3rd-level leader), or tribe (21–30 plus 35% noncombatants plus 2 3rd-level sergeants, 1 5th level leader, and 3–6 porpoises)</p><p><strong>Challenge Rating:</strong> 9</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +6</p><p></p><p>Reef giants are unique sea-dwelling giants known for their fun-loving nature and good humor. They are most often founding living in shallow areas near sandbars and reefs. A reef giant stands roughly as tall as a stone giant and has green-blue skin, long green kelp-like hair, and eyes that range from yellow to ocean blue.</p><p></p><p>Reef giants rarely wear anything but a loincloth. Those reef giants that live in northern climes often have layers of insulating fat over their muscular bodies. Reef giant trading parties often wear clothes made from kelp and large shells when dealing with land-dwellers.</p><p></p><p>Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea.</p><p></p><p>Reef giants speak Giant. Those with Intelligence scores of at least 10 also speak Aquan.</p><p></p><p><strong>Combat</strong></p><p>Reef giants would rather trade or swap stories with those they encounter but are as dangerous as any other giant when enraged. Reef giants always carry and fight with large tridents and only rarely throw rocks.</p><p></p><p><em>Rock Throwing</em> (Ex): Adult reef giants are good rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A reef giant can hurl rocks weighing 40 to 50 pounds each (Small object) up to 5 range increments.</p><p></p><p><em>Rock Catching</em> (Ex): A reef giant can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a reef giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The reef giant must be ready for and aware of the attack.</p><p></p><p><em>Skills:</em> A reef giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A reef giant gains a +8 racial bonus to Hide checks underwater near reefs.</p><p></p><p><strong>Reef Giant Society</strong></p><p>Reef giants almost never live in deep water, as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water, as they love to travel inland, meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long, as they become sullen if away from the smell and taste of their aquatic home.</p><p></p><p>Reef giants are the friendliest race of 'true' giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 5234046, member: 2012"] [b]A MC1 Entry[/b] [B][COLOR="DarkOrange"]GIANT, REEF[/COLOR][/B] [B]Large Giant (Aquatic, Earth)[/B] [B]Hit Dice:[/B] 14d8+70 (133 hp) [B]Initiative:[/B] +4 (Dex) [B]Speed:[/B] 40 ft. (8 squares), swim 40 ft. [B]AC:[/B] 26 (-1 size, +4 Dex, +13 natural), touch 13, flat-footed 22 [B]Base Attack/Grapple:[/B] +10/+22 [B]Attack:[/B] Large trident +17 melee (2d6+12) or rock +17 ranged (2d8+8) [B]Full Attack:[/B] Large trident +17/+12 melee (2d6+12) or rock +17/+12 ranged (2d8+8) [B]Face/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Rock throwing [B]Special Qualities:[/B] Rock catching, scent [B]Saves:[/B] Fort +14, Ref +8, Will +5 [B]Abilities:[/B] Str 27 (+8), Dex 19 (+4), Con 21 (+5), Int 10 (+0), Wis 12 (+1), Cha 11 (+0) [B]Skills:[/B] Climb +10, Hide +2*, Jump +14, Spot +4, Swim +16 [B]Feats:[/B] Cleave, Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot [B]Continent/Region:[/B] Karmine Sea [B]Environment:[/B] Temperate or warm aquatic [B]Organization:[/B] Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/trading party (6–9 plus 1 3rd-level leader), or tribe (21–30 plus 35% noncombatants plus 2 3rd-level sergeants, 1 5th level leader, and 3–6 porpoises) [B]Challenge Rating:[/B] 9 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +6 Reef giants are unique sea-dwelling giants known for their fun-loving nature and good humor. They are most often founding living in shallow areas near sandbars and reefs. A reef giant stands roughly as tall as a stone giant and has green-blue skin, long green kelp-like hair, and eyes that range from yellow to ocean blue. Reef giants rarely wear anything but a loincloth. Those reef giants that live in northern climes often have layers of insulating fat over their muscular bodies. Reef giant trading parties often wear clothes made from kelp and large shells when dealing with land-dwellers. Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea. Reef giants speak Giant. Those with Intelligence scores of at least 10 also speak Aquan. [B]Combat[/B] Reef giants would rather trade or swap stories with those they encounter but are as dangerous as any other giant when enraged. Reef giants always carry and fight with large tridents and only rarely throw rocks. [I]Rock Throwing[/I] (Ex): Adult reef giants are good rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A reef giant can hurl rocks weighing 40 to 50 pounds each (Small object) up to 5 range increments. [I]Rock Catching[/I] (Ex): A reef giant can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a reef giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The reef giant must be ready for and aware of the attack. [I]Skills:[/I] A reef giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A reef giant gains a +8 racial bonus to Hide checks underwater near reefs. [B]Reef Giant Society[/B] Reef giants almost never live in deep water, as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water, as they love to travel inland, meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long, as they become sullen if away from the smell and taste of their aquatic home. Reef giants are the friendliest race of 'true' giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory. [/QUOTE]
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