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<blockquote data-quote="DnDChick" data-source="post: 11584" data-attributes="member: 54"><p><strong><u>HOMINID, GIANT</u></strong></p><p>Medium-Size Monstrous Humanoid</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft.</p><p>AC: 13 (+3 natural)</p><p>Attacks: Slam +9 melee</p><p>Damage: Slam 1d6+7</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Qualities: Master of nature, rapport, low-light vision</p><p>Saves: Fort +2, Ref +4, Will +4</p><p>Abilities: Str 20, Dex 11, Con 12, Int 6, Wis 10, Cha 8</p><p>Skills: Hide +12*, Move Silently +16*, Spot +3</p><p><u>Feats: Alertness</u></p><p>Climate/Terrain: Any land</p><p>Organization: Solitary or family group (1d4 adults plus 1d6 juveniles)</p><p>Challenge Rating: 2</p><p>Treasure: None</p><p>Alignment: Usually neutral</p><p>Advancement: 5-8HD (Medium-size), 9-12HD (Large)</p><p></p><p>‘Giant hominid’ is a generic term encompassing several varieties of large ape-like beings that live in deep seclusion in the remotest parts of the world. Many sages dispute the very existence of such creatures, but reports of these massive but gentle beings continue to be whispered in the taverns of outpost towns.</p><p></p><p>Giant hominids are truly huge beings, most standing over 8 feet tall and weighing hundreds of pounds. Their strength is legendary, as is their ability to remain unseen and move without sound in their home environment. It is their uncanny unity with nature, their depth of understanding of the world around them, which enables them to maintain their elusiveness. Giant hominids reek of musk, filth, and stale sweat, and any creature with a sense of smell will automatically detect this odor if they are within 20 feet.</p><p></p><p>Giant hominids are in general very shy, reclusive beings. They will retreat from anything that they perceive to be a threat, moving away as quickly and as quietly as their skills allow.</p><p></p><p><strong>COMBAT</strong></p><p>When enraged or pressed to defend itself, a giant hominid will attack with its massive fists, sparing no ounce of its strength to overcome its attacker.</p><p> </p><p>Master of Nature (Ex): Giant hominids have an intuitive mastery of their environment. They have a +8 racial bonus to all Hide and Move Silently skill checks undertaken in their natural habitat.</p><p></p><p>Rapport (Su): Druids have an unusual rapport with giant hominids, seeing them as protectors of their domain and champions of nature itself. Because of this understanding, any druid making a Will save (DC 20) will know when a giant hominid is within 100 feet. This DC decreases by 2 per level of the druid. </p><p></p><p>Any druid of 10th level or higher can automatically sense the presence of a giant hominid within 100 feet. A Wilderness Lore check of the same difficulty will allow the druid to detect the hominid’s exact position.</p><p></p><p><a href="http://theshadowlands.net/bf.htm" target="_blank">BIGFOOT</a> , and others</p></blockquote><p></p>
[QUOTE="DnDChick, post: 11584, member: 54"] [b][u]HOMINID, GIANT[/u][/b][u][/u] Medium-Size Monstrous Humanoid Hit Dice: 4d8+4 (22 hp) Initiative: +0 Speed: 30 ft. AC: 13 (+3 natural) Attacks: Slam +9 melee Damage: Slam 1d6+7 Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: Master of nature, rapport, low-light vision Saves: Fort +2, Ref +4, Will +4 Abilities: Str 20, Dex 11, Con 12, Int 6, Wis 10, Cha 8 Skills: Hide +12*, Move Silently +16*, Spot +3 [u]Feats: Alertness[/u] Climate/Terrain: Any land Organization: Solitary or family group (1d4 adults plus 1d6 juveniles) Challenge Rating: 2 Treasure: None Alignment: Usually neutral Advancement: 5-8HD (Medium-size), 9-12HD (Large) ‘Giant hominid’ is a generic term encompassing several varieties of large ape-like beings that live in deep seclusion in the remotest parts of the world. Many sages dispute the very existence of such creatures, but reports of these massive but gentle beings continue to be whispered in the taverns of outpost towns. Giant hominids are truly huge beings, most standing over 8 feet tall and weighing hundreds of pounds. Their strength is legendary, as is their ability to remain unseen and move without sound in their home environment. It is their uncanny unity with nature, their depth of understanding of the world around them, which enables them to maintain their elusiveness. Giant hominids reek of musk, filth, and stale sweat, and any creature with a sense of smell will automatically detect this odor if they are within 20 feet. Giant hominids are in general very shy, reclusive beings. They will retreat from anything that they perceive to be a threat, moving away as quickly and as quietly as their skills allow. [b]COMBAT[/b] When enraged or pressed to defend itself, a giant hominid will attack with its massive fists, sparing no ounce of its strength to overcome its attacker. Master of Nature (Ex): Giant hominids have an intuitive mastery of their environment. They have a +8 racial bonus to all Hide and Move Silently skill checks undertaken in their natural habitat. Rapport (Su): Druids have an unusual rapport with giant hominids, seeing them as protectors of their domain and champions of nature itself. Because of this understanding, any druid making a Will save (DC 20) will know when a giant hominid is within 100 feet. This DC decreases by 2 per level of the druid. Any druid of 10th level or higher can automatically sense the presence of a giant hominid within 100 feet. A Wilderness Lore check of the same difficulty will allow the druid to detect the hominid’s exact position. [URL=http://theshadowlands.net/bf.htm]BIGFOOT[/URL] , and others [/QUOTE]
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