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Giant, Jungle

This towering, plant-encrusted woman wields a massive bow, and her dark skin is decorated with numerous intricate tattoos.

Jungle Giant CR 10

XP 9,600
N Huge humanoid (giant)
Init +4; Senses low-light vision; Perception +15

DEFENSE

AC 24, touch 16, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, -2 size)
hp 127 (15d8+60)
Fort +9, Ref +13, Will +7
Defensive Abilities rock catching, spell storing, warding tattoos; Immune disease, poison

OFFENSE

Speed 40 ft.
Melee 2 slams +17 (2d6+8)
Ranged mwk composite longbow +15/+10/+5 (3d6+8/19-20/x3)
Space 15 ft.; Reach 15 ft.

STATISTICS

Str 26, Dex 19, Con 19, Int 10, Wis 14, Cha 11
Base Atk +11; CMB +21; CMD 39
Feats Deadly Aim, Improved Critical (longbow), Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Stealth), Weapon Focus (longbow)
Skills Climb +12, Craft (bows) +8, Perception +15, Stealth +12 (+20 in forests), Survival +10; Racial Modifiers +4 Climb, +8 Stealth in forests
Languages Common, Giant
SQ archery expert

SPECIAL ABILITIES

Archery Expert (Su)

A jungle giant is proficient with all bows, and does not provoke an attack of opportunity when firing a bow in melee combat.

Spell Storing (Su)

Once per day as a immediate action, a jungle giant can absorb a targeted or ranged touch spell used against it, negating the effects against it but not against any other targets. It can retain this stored power for up to 1 minute, during which time its tattoos glow with blue fire. If it damages a target with a successful hit using a melee or ranged weapon, it can cast the spell on the target as a free action, as if it were using a spell storing weapon. This spell uses the caster level and DC of the original caster. This discharges the stored spell.

Warding Tattoos (Su)

A jungle giant's magical tattoos grant it a +4 deflection bonus to Armor Class. The giant loses this bonus if it wears armor.