the Jester
Legend
Giant, Sea
Huge Giant (Water)
Hit Dice: 17d8+119 (195 hp)
Initiative: +2 (dex)
Speed: 50’, swim 90’
AC: 27 (-2 size, +2 dex, +15 natural)
Attacks: Gargantuan longspear +20/15/10
Damage: Gargantuan longspear 2d8+15
Face/Reach: 10’x10’/15’ (20’ with longspear)
Special Attacks: Breath weapon
Special Qualities: Immunities, spell-like abilities, water breathing, rock catching
Saves: Fort +17, Ref +7, Will +7
Abilities: Str30, Dex14, Con24, Int13, Wis15, Cha13
Skills: Climb +20, Listen +20, Swim +33
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack, Sunder
Climate/Terrain: Any sea
Organization: Solitary, pair or family (2-7)
Challenge Rating: 12
Treasure: Standard (no items that would be damaged by water)
Alignment: Often neutral good
Advancement Range: By character class
Description: A sea giant is a huge, blue skinned creature that resembles a 20’ tall human. Water pours from their brows when they furrow. Their hair resembles the foam on top of the waves. Often, they are naked, but if they wear clothing it usually consists of woven seaweed. A sea giant’s jewelry is made of shells and living starfish, barnacles, and the like.
Combat: A sea giant prefers to avoid battle, but if it must, it will do battle with its enormous longspear, using its profound reach to good advantage. If confronted by creatures it cannot easily reach it will employ its breath weapon.
Breath Weapon (Su): A sea giant can breathe forth a cone of turbulent sea water to a distance of 100’. All creatures within the area suffer 10d6 points of subdual damage and must make Fort saves (DC25) or be stunned for 2d4 rounds. A successful saving throw indicates the character is dazed for 1d3 rounds. All objects in the area of effect, as well as creatures immune to subdual damage, suffer 6d6 hp of damage. A sea giant’s breath weapon must recharge for 1d4 rounds between uses.
Immunities (Ex): A sea giant is immune to cold, acid and electrical attacks.
Spell-Like Abilities (Sp): A sea giant can use any of the following spell-like abilities at will: Gust of Wind, Ice Storm, Sleet Storm, Wall of Ice, Water Breathing, Water Walk.
Skills and Feats: Sea giants have EHD as if they were large creatures. They ignore weight penalties to Swim checks and have a +20 racial bonus to Swim checks. A sea giant also gets a +8 racial bonus to Listen checks.
Hope you like it!
Huge Giant (Water)
Hit Dice: 17d8+119 (195 hp)
Initiative: +2 (dex)
Speed: 50’, swim 90’
AC: 27 (-2 size, +2 dex, +15 natural)
Attacks: Gargantuan longspear +20/15/10
Damage: Gargantuan longspear 2d8+15
Face/Reach: 10’x10’/15’ (20’ with longspear)
Special Attacks: Breath weapon
Special Qualities: Immunities, spell-like abilities, water breathing, rock catching
Saves: Fort +17, Ref +7, Will +7
Abilities: Str30, Dex14, Con24, Int13, Wis15, Cha13
Skills: Climb +20, Listen +20, Swim +33
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack, Sunder
Climate/Terrain: Any sea
Organization: Solitary, pair or family (2-7)
Challenge Rating: 12
Treasure: Standard (no items that would be damaged by water)
Alignment: Often neutral good
Advancement Range: By character class
Description: A sea giant is a huge, blue skinned creature that resembles a 20’ tall human. Water pours from their brows when they furrow. Their hair resembles the foam on top of the waves. Often, they are naked, but if they wear clothing it usually consists of woven seaweed. A sea giant’s jewelry is made of shells and living starfish, barnacles, and the like.
Combat: A sea giant prefers to avoid battle, but if it must, it will do battle with its enormous longspear, using its profound reach to good advantage. If confronted by creatures it cannot easily reach it will employ its breath weapon.
Breath Weapon (Su): A sea giant can breathe forth a cone of turbulent sea water to a distance of 100’. All creatures within the area suffer 10d6 points of subdual damage and must make Fort saves (DC25) or be stunned for 2d4 rounds. A successful saving throw indicates the character is dazed for 1d3 rounds. All objects in the area of effect, as well as creatures immune to subdual damage, suffer 6d6 hp of damage. A sea giant’s breath weapon must recharge for 1d4 rounds between uses.
Immunities (Ex): A sea giant is immune to cold, acid and electrical attacks.
Spell-Like Abilities (Sp): A sea giant can use any of the following spell-like abilities at will: Gust of Wind, Ice Storm, Sleet Storm, Wall of Ice, Water Breathing, Water Walk.
Skills and Feats: Sea giants have EHD as if they were large creatures. They ignore weight penalties to Swim checks and have a +20 racial bonus to Swim checks. A sea giant also gets a +8 racial bonus to Listen checks.
Hope you like it!