Brutish, warty, hairy, and stinking of oil and iron, this creature has a jutting lower jaws and tusk like teeth, not unlike an orc or hobgoblin of huge size wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist.
XP 102,400 DEFENSE
AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size) OFFENSE
Speed 40 ft. STATISTICS
Str 36, Dex 12, Con 26, Int 10, Wis 14, Cha 11 SPECIAL ABILITIES
Daze (Ex)Any creature hit by a jack-in-iron’s melee attack must succeed on a DC 36 Fortitude save or be dazed 1d2 rounds. The save DC is Strength-based and is a function of the jack-in-irons not its weapon(s). Pound (Ex)A jack-in-irons that makes a successful grapple check against a foe two or more sizes smaller than itself can smash the opponent into the ground, walls, nearby trees, or other solid objects as a standard action. This deals 2d6+19 points of bludgeoning damage to the victim. In addition, the opponent must succeed on a DC 36 Fortitude save or be stunned for one round. A jack-in-irons can perform this action once per round as long as it maintains the grapple. The save DC is Strength-based. Shake the Earth (Ex)As a standard action, a jack-in-irons can stomp its foot on the ground causing powerful vibrations to radiate out around the giant. Any creature within 5 feet of the jack-in-irons must succeed on a DC 36 Reflex save or fall prone. The save DC is Strength-based. | Source
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