XP 9,600
CN Large humanoid (aquatic, giant)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 142 (15d8+75)
Fort +14; Ref +9; Will +9
Defensive Abilities freedom of movement, rock catching
OFFENSE
Speed 40 ft., swim 30 ft.
Melee 2 slams +20 (1d8+10)
Ranged rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks crushing pressure, rock throwing (120 ft.)
Spell-like Abilities (CL 15th):
Constant—freedom of movement
5/day—control water
STATISTICS
Str 30, Dex 14, Con 21, Int 14, Wis 14, Cha 12
Base Atk +11; CMB +22 (+24 sunder); CMD 34 (36 vs. sunder)
Feats Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [nature])
Skills Acrobatics +12, Climb +16, Craft (any one) +10, Intimidate +15, Knowledge (nature) +9, Perception +19, Stealth +12, Swim +23
Languages Aquan, Common, Giant
SQ amphibious
SPECIAL ABILITIES
Crushing Pressure (Su)
Three times per day as a standard action, a sea giant can increase the water pressure in a 10-foot radius around itself for a number of rounds equal to its Constitution bonus (5 rounds for an average sea giant). Any living creature in the area of increased pressure must succeed on a DC 22 Fortitude save each round it remains in the area or take 1d8 points of damage. The save DC is Constitution-based. |
Sea Giant Characters
Sea giants must possess fourteen levels of humanoid before taking class levels. Sea giants are usually barbarians or clerics. Their chaotic nature lends itself well to the ever-changing seas and oceans, and sea giants, like the ocean, rarely sit still, spending most of their lives as undersea nomads traveling from place to place. Leaders are usually barbarians and shamans are adepts or clerics with access to two of the following domains: Chaos, Protection, Water. Sea giant characters possess the following racial traits.
- +20 Strength, +4 Dexterity, +11 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma: Sea giants possess the awesome physical strength of the ocean and the mental toughness of creatures accustomed to an ever-changing environment.
- Large size: Sea giants are Large and have the following adjustments –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- Fast: A sea giant’s base speed is 40 feet. Its swim speed is 30 feet.
- Darkvision : Sea giants can see in the dark up to 60 feet.
- Low-light vision: Sea giants can see twice as far as humans in conditions of dim light.
- Racial Hit Dice: A sea giant begins with fifteen levels of humanoid (giant), which provides it with 15d8 Hit Dice, a base attack bonus of +10, and base saves of Fort +9, Ref +5, and Will +5.
- Racial Skills: A sea giant’s giant levels give it skill points equal to 15 x (2 + Int modifier, minimum 1). Sea giants add Intimidate and Perception to their list of class skills. Sea giants gain a +8 racial bonus to swim checks.
- Racial Feats: A sea giant’s giant levels give it eight feats.
- AC: Sea giants have +12 natural armor bonus.
- Natural Weapons: Sea giants can fight with two slams (1d8).
- Special Attacks: Crushing pressure (sea left), rock throwing.
- Special Qualities: Amphibious, rock catching.
- Spell-Like Abilities: A sea giant is under a constant freedom of movement spell-like ability. A sea giant can cast control water five times per day. He uses his humanoid levels as hit caster level.
- Languages: Sea Giants begin play speaking Aquan, Common and Giant. Sea giants with high Intelligence can choose bonus languages from the following list: Auran, Elven, Goblin, Orc.
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