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Giant, Ash

Towering above a typical human, this misshapen giant's pale flesh is covered in purulent sores and bulbous tumors.

Ash Giant CR 11

XP 12,800
CN Large humanoid (giant)
Init +2; Senses low-light vision; Perception +8

DEFENSE

AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, -1 size)
hp 147 (14d8+84)
Fort +15, Ref +6, Will +5
Defensive Abilities rock catching; Immune disease, poison

OFFENSE

Speed 40 ft. (30 ft. in armor)
Melee Huge club +20/+15 (2d6+11 plus disease), slam +15 (1d8+5 plus disease) or 2 slams +20 (1d8+11 plus disease)
Ranged rock +13 (1d8+16 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks disease, rock throwing (120 ft.)

STATISTICS

Str 33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +22; CMD 34
Feats Catch Off-Guard, Cleave, Great Cleave, Point-Blank Shot, Power Attack, Precise Shot, Self-Sufficient
Skills Climb +14, Heal +7, Intimidate +6, Perception +8, Survival +9
Languages Common, Giant
SQ oversized weapon, vermin empathy +14

SPECIAL ABILITIES

Disease (Su)

While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant's attacks is exposed to this virulent sickness.

Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1 day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. The save DC is Constitution-based.

Oversized Weapon (Ex)

An ash giant can wield Huge weapons without penalty.

Vermin Empathy (Ex)

This ability functions as a druid's wild empathy ability, save that it works only on vermin. An ash giant gains a racial bonus on this check equal to its Hit Dice (+14 for most ash giants). Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).