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Rift Giant Fighter CR 12 XP 19,200 Hill Giant Fighter 6 CE Large humanoid (giant)
Init 1; Senses low-light vision; Perception +8
Defense
AC 28, touch 8, flat-footed 27 (+8 armor, 1 Dex, +9 natural, +3 shield, 1 size); [+2 Shield Wall, +2 Saving Shield, Missile Shield]
HP 166/210 (10d8+6d10+70)
Fort +16, Ref +4, Will +5
Defensive Abilities rock catching
Offense
Speed 40 ft. (30 ft. in armor)
Melee mw warhammer +24/+19/+12 (2d6+11) or 2 slams +21 (1d8+8)
PA mw warhammer +20/+15/+10 (2d6+19) or 2 slams +21 (1d8+16)
Ranged rock +12 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Statistics
Str 26, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Attack +14; CMB +22; CMD 31
Feats Cleave, Great Cleave, Improved Critical (warhammer), Intimidating Prowess, Martial Weapon Proficiency (warhammer), Missile Shield,
Power Attack, Saving Shield, Shield Focus, Shield Wall, Weapon Focus (warhammer) , Weapon Specialization (warhammer)
Skills Climb +9, Intimidate +15, Perception +8
Languages Giant
Gear masterwork half-plate, masterwork heavy steel shield, masterwork warhammer, 100 gp
Necrozyte CR 20 XP 307, 200 LE Gargantuan fiendish wrym green dragon (extraplanar, air)
Init +2; Senses darkvision 120 ft., blindsense 60 ft; Perception +37
Aura frightful presence (330 ft., DC 27)
Defense
AC 38, touch 4, flat-footed 38 (-2 Dex, +34 natural, -4 size)
HP 337 (25d12+175)
Fort +21, Ref +12, Will +21
Defensive Abilities DR 20/magic and DR 10/good; Immune acid, paralysis, sleep; Resist 15 (cold, fire); SR 30
Offense
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee bite +34 (4d6+19/19-20), 2 claws +34 (2d8+13/19-20), 2 wings +32 (2d6+6), tail slap +32 (2d8+19)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 29, 22d6 acid), crush (Medium creatures, DC 29, 4d6+19), miasma, tail sweep (Small
creatures, DC 29, 2d6+19), smite good 1/day (+5 to attack and AC and +25 Damage vs target)
Spell-Like Abilities (CL 25th; concentration +30)
At will--charm person (DC 16), dominate person (DC 20), entangle (DC 16), plant growth, suggestion (DC 18)
Spells Known (CL 15th; concentration +20)
7th (4/day)--plane shift, summon monster VII
6th (6/day)--acid fog, disintegrate (DC 21), true seeing
5th (7/day)--baleful polymorph (DC 20), polymorph, summon monster V, teleport
4th (7/day)--dimension door, ice storm, scrying (DC 19), stoneskin
3rd (7/day)--dispel magic, displacement, fireball (DC 18), haste
2nd (7/day)--alter self, detect thoughts (DC 17), locate object, mirror image, see invisibility
1st (8/day)--magic missile, shield, silent image (DC 16), summon monster I, ventriloquism (DC 16)
0 (at will)--acid splash, bleed, dancing lights, detect magic, ghost sound, mage hand, message, resistance, prestidigitation
Statistics
Str 37, Dex 6, Con 25, Int 20, Wis 21, Cha 20
Base Attack +25; CMB +42 (+44 sunder); CMD 50 (52 vs. sunder, 54 vs. trip)
Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite), Improved Critical (claws),
Improved Initiative, Improved Sunder, Iron Will, Multiattack, Power Attack
Skills Fly +12, Knowledge (arcane) +33, Knowledge (local) +33, Knowledge (nature) +33, Knowledge (planes) +33, Perception +37,
Spellcraft +33, Stealth +14, Survival +33, Swim +49, Use Magic Device +33; Racial Modifiers +8 Swim
Languages Abyssal, Common, Draconic, Elven, Giant, Sylvan
SQ camouflage, trackless step, water breathing, woodland stride
Special Abilities
Camouflage (Ex) Necrozyte can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment.
Miasma (Su) Necrozyte can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The
cloud moves with her and has a radius of 20 feet. When it's created, anyone inside this area takes 11d6 damage, with a Reflex save for half
damage. The damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud
takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.
Trackless Step (Ex) Necrozyte does not leave a trail in natural surroundings and cannot be tracked unless she so desires.
Water Breathing (Ex) Necrozyte can breathe underwater indefinitely and can freely use her breath weapon, spells, and other abilities while
submerged.
Woodland Stride (Ex) Necrozyte can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of
foliage that have been magically manipulated affect her normally.
Charlgar CR 17 XP 102,400 Male Hill Giant Fighter 11 (Two Handed) CE Large humanoid (giant)
Init 1; Senses low-light vision; Perception +7
Defense
AC 30, touch 9, flat-footed 30 (+12 armor, +9 natural, 1 size)
HP 257/327 (10d8+11d10+137)
Fort +20, Ref +6, Will +7; Re-roll 1 Will Save per day
Defensive Abilities rock catching
Offense
Speed 40 ft. (30 ft. in armor)
Melee +1 speed greataxe +36/+36/+31/+26/+21 (3d6+26/19-20x3 - 3d6+33/19-20x3 after 1st)
PA +1 speed greataxe +36/+31/+26/+21/+16 (3d6+41/19-20x3 - 3d6+48/19-20x3 after 1st)
VS+PA +1 speed greataxe +36 (12d6+48/19-20x3)
Ranged rock +18 (8d6+13) or crawler load +18 touch (paralysis for 2d4 rounds, Fort DC 24 resist)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Statistics
Str 36, Dex 10, Con 22, Int 6, Wis 8, Cha 10
Base Attack +18; CMB +32; CMD 42
Feats Dreadful Carnage, Furious Focus, Greater Vital Strike, Greater Weapon Focus (greataxe), Greater Weapon Specialization (greataxe),
Improved Bull Rush, Improved Critical (greataxe), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike,
Intimidating Prowess, Iron Will, Power Attack, Vital Strike, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Intimidate +35, Perception +7
Languages Giant
Gear +5 banded mail, +1 speed greataxe, belt of giant strength +6, 6 rocks, 4 crawler loads; Potions: cure serious wounds (3), fly (2)
Special Abilities
Shattering Strike (Ex): Charlgar gains a +3 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Charlgar makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double
his Strength bonus on damage rolls.
Weapon Training (Ex): When wielding two-handed melee weapons, Charlgar gains a +2 bonus on attack and damage rolls.
Backswing (Ex): When Charlgar makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all
attacks after the first.
Piledriver (Ex): As a standard action, Charlgar can make a single melee attack with a two-handed weapon. If the attack hits, he may make a
bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity.
Tiamikal Nul-Shada Sergeant CR 14 XP 38,400 Fire Giant Fighter 5 LE Large humanoid (fire, giant)
Init 1; Senses low-light vision; Perception +20
Defense
AC 27, touch 9, flat-footed 26 (+10 armor, +8 natural, 1 size)
HP 254/315 (15d8+5d10+145)
Fort +20, Ref +6, Will +11
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft. (30 ft. in armor)
Melee greatsword +30/+25/+20/+15 (3d6+22) or 2 slams +28 (1d8+13)
PA greatsword +30/+20/+15/+10 (3d6+37) or 2 slams +23 (1d8+23)
VS+PA greatsword +30 (12d6+44)
Ranged rock +16 (1d8+19 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
Statistics
Str 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8
Base Attack +16; CMB +30; CMD 40; (+2 to Overrun, +3 to Sunder)
Feats Cleave, Cleaving Finish, Furious Focus, Great Cleave, Greater Vital Strike, Improved Overrun, Improved Sunder, Improved Vital Strike,
Iron Will, Power Attack, Vital Strike, Weapon Focus (greatsword) , Weapon Specialization (greatsword)
Skills Climb +19, Craft (weaponsmithing) +8, Intimidate +15, Perception +20; ACP 5
Languages Common, Giant
Gear +1 full plate, mw greatsword, mw composite bow (+13 Str), 50 arrows, bag of rocks, 400 gp; oil of magic weapon (2), potion of cure
moderate wounds (2), tanglefoot bag (2), alchemists fire (5)
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Shattering Strike (Ex): Sergeants gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects.
Overhand Chop (Ex): When Charlgar make a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his
Strength bonus on damage rolls.
Weapon Training (Ex): When wielding two-handed melee weapons, Sergeants gain a +1 bonus on attack and damage rolls.
Bram Cleftshank CR 18 XP 153,600 Fire Giant ranger 3/dragonslayer 6 LE Large humanoid (fire, giant)
Init +5; Senses low-light vision; Perception +23
Aura Courage (10ft.)
Active Spells longstrider, lead blades
Defense
AC 27, touch 10, flat-footed 25 (+7 armor, +1 shield, +1 dodge, +1 Dex, +8 natural, 1 size)
HP 280/357 (15d8+3d10+6d10+147)
Fort +22, Ref +14, Will +17
Defensive Abilities rock catching; Immune fire, fear; Resist acid 5, cold 10, electricity 5, sonic 5; DR 2/Weaknesses vulnerability to cold
Offense
Speed 50 ft. (40 ft. in armor)
Melee +2 flaming burst battleaxe +31/+26/+21/+16 (3d6+14/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +31 (3d6+14/19-20x3 plus
1d6 fire)
PA +2 flaming burst battleaxe +25/+20/+15/+10 (3d6+24/19-20x3 plus 1d6 fire) and +2 flaming burst handaxe +26 (2d6+24/19-20x3 plus
1d6 fire)
Ranged +1 returning spear +21 (2d6+13x3)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.)
Spells Prepared (CL 2nd)
1stlead blades, longstrider
Statistics
Str 35, Dex 15, Con 22, Int 10, Wis 18, Cha 8
Base Attack +20; CMB +33; CMD 46
Feats Dazing Assault (Fort Save DC 30), Deadly Finish, Dodge, Double Slice, Endurance, Improved Critical (battle axe, hand axe), Improved
Initiative, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Two-Weapon Fighting, Two Weapon Defense, Weapon Focus (battle axe,
hand axe)
Skills Acrobatics +14, Intimidate +24, Knowledge (Arcana) +10, Perception +23; -1 ACP
Languages Common, Giant
SQ Favored Enemy +2 (Dragon), Track, Wild Empathy, Favored Terrain (Mountains)
Gear +3 cold resistance chain shirt, +2 flaming burst battleaxe, +2 flaming burst handaxe, +1 returning spear , potions of cure serious wounds
(3), potion of fly, wand of protection from energy (16 charges)
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Aura of Courage (Su) Bram is Immune to fear, and all allies within 10 feet gain a +4 morale bonus on saving throws against fear effects.
Damage Bonus (Ex) Bram gains a +6 bonus on all weapon damage rolls made against dragons.
Overcome Draconic Spell Resistance (Ex) Bram gains a +6 bonus on caster level checks to overcome a dragon's spell resistance.
Kagro Thundersmiter CR 18 XP 153,600 Fire Giant rogue (Swashbuckler) 9/dragonstalker 4 LE Large humanoid (fire, giant)
Init +0; Senses low-light vision; Perception +25
Defense
AC 24, touch 8, flat-footed 24 (+11 armor, +2 deflection, +8 natural, 1 size)
HP 350/531 (15d8+9d8+4d8+207)
Fort +23, Ref +18, Will +20
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to cold
Offense
Speed 40 ft. (30 ft. in armor)
Melee +2 keen dragon bane greataxe +35/+30/+25/+20 (3d6+21/19-20) or 2 slams +32 (1d8+12)
PA +2 keen dragon bane greataxe +29/+24/+19/+14 (3d6+39/19-20) or 2 slams +26 (1d8+24)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks heated rock, rock throwing (120 ft.); sneak attack 5d6 (9d6 vs dragons)
Statistics
Str 36, Dex 10, Con 24, Int 10, Wis 17, Cha 8
Base Attack +20; CMB +22; CMD 31
Feats Blind-Fight, Bull Rush Strike, Cleave, Great Cleave, Dodge, Greater Blind-Fight, Improved Blind Fight, Improved Bull Rush, Improved
Feint, Improved Initiative, Iron Will, Martial Weapon Proficiency (greataxe), Medium Armor Proficiency, Mobility, Power Attack, Spring
Attack, Weapon Focus (greataxe); Rogue Feats Befuddling Strike, Offensive/Defensive, Powerful Sneak, Slow Reactions, Stand Up
Skills: Acrobatics +25, Bluff +30 (+34 vs. dragons), Climb +28, Intimidate +11, Knowledge (arcana) +20, Perception +26 (+30 vs. dragons),
Sense Motive +7 (+11 vs. dragons), Stealth +7, Survival +7 (+9 when following tracks); ACP -1
Languages Common, Giant
Gear +5 mithral breastplate, +2 keen dragon bane greataxe, 5 +1 javelins, mantle of faith, ring of protection +2, ring of resistance +3 (as cloak
of resistance +3), Belt of Con +2, cape of the mountebank, potion of barkskin (2), potion of displacement, potion of haste (2), potion of cure
serious wounds (3), vault key
Special Abilities
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals
1d6 points of additional fire damage on a hit.
Hunting Bonus (Ex): Kagro gets a +4 bonus on Bluff, Perception, and Sense Motive when using these skills against dragons.
Sneak Attack (dragon) (Ex): This functions as the rogue ability of the same name, except that it only works against dragons.
Ignore Natural Armor (Ex) Once per day, Kagro can ignore a target's natural armor bonus (including any enhancement bonus to that natural
armor). He must declare that he is using this ability before he makes the attack roll.
Vercinabex Tor CR 18 XP 6,400 CE Frost Giant sorcerer 18 Large humanoid (cold, giant)
Init 1; Senses low-light vision; Perception +10
Active Spells greater magic weapon (warmace)
Defense
AC 25, touch 10, flat-footed 24 (+6 armor, +1 Dex, +9 natural, 1 size)
HP 354/416 (14d8+18d6+224)
Fort +21, Ref +11, Will +16
Defensive Abilities rock catching; Immune cold
Weaknesses vulnerability to fire
Offense
Speed 40 ft.
Melee +4 icy burst warmace +32/+27/+22/+16 (3d6+19/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+10)
PA +4 icy burst warmace +32/+22/+17/+11 (3d6+34/19-20x3 plus 1d6 cold) or 2 slams +28 (1d8+20)
VS+ PA +4 icy burst warmace +32 (6d6+34/19-20x3 plus 1d6 cold)
Ranged rock +20 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)
Spells Known (CL 18th, +19 ranged touch)
9th (3/day) [DC 26]timestop, wish
8th (5/day) [DC 25]greater shout (DC 29), maze, power word stun, protection from spells
7th (7/day) [DC 24]greater teleport, mass hold person, prismatic spray (DC 26), spell turning
6th (7/day) [DC 23]chain lightning (DC 27), disintegrate, greater dispel magic, Otiluke's freezing sphere (DC 27), true seeing
5th (7/day) [DC 22]cloudkill, cone of cold (DC 24), overland flight, teleport, wall of force
4th (7 day) [DC 21]dimension door, confusion, greater false life, greater invisibility, ice storm, wall of ice (DC 25)
3rd (8/day) [DC 20]dispel magic, greater magic weapon, haste, fly, lightning bolt (DC 24)
2nd (8/day) [DC 19]fox's cunning, gust of wind (DC 23), invisibility, locate object, mirror image, shatter (DC 23)
1st (8/day) [DC 18]disguise self, expeditious retreat, identify, magic missile, shocking grasp, shield
0 (at will) [DC 17]acid splash, disrupt undead, ghost sound, mage hand, message, prestidigitation, ray of frost, read magic, touch of
fatigue
Statistics
Str 30, Dex 12, Con 24, Int 10, Wis 12, Cha 24
Base Attack +19; CMB +30; CMD 41 (43 vs Bull Rush)
Feats Alertness*, Cleave, Great Cleave, Combat Casting*, Craft Wondrous Item, Eschew Materials*, Exotic Weapon (warmace), Extend Spell,
Furious Focus, Greater Spell Focus (evocation), Improved Bull Rush, Improved Critical (warmace), Improved Initiative*, Maximize Spell,
Power Attack, Quicken Spell, Spell Focus (evocation), Vital Strike +3 Feats
Skills: Bluff +16, Intimidate +26, Knowledge (arcana) +20, Perception +23 (+26 in bright light), Spellcraft +18; Racial Modifiers +4 Stealth
in snow
Languages Common, Giant
Gear +2 icy burst warmace, bracers of armor +6, circlet of charisma +6, potions of cure serious wounds (4)
Special Abilities
Bloodline Arcana: Whenever Vercinabex applies a metamagic feat to a spell that increases the slot used by at least one level, increase the
spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Metamagic Adept (Ex) Vercinabex can apply any one metamagic feat he knows to a spell he is about to cast without increasing the casting
time. He must still expend a higher-level spell slot to cast this spell. Vercinabex can use this ability 4 times per day.
School Power (Ex) The DC for any spells Vercinabex casts from the evocation school increases by +2.
Melt Stone (Su) Brazzemal can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The
area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the
second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Raam CR 11 XP 12,800 NG or NE Huge undead
Init +1; Senses darkvision 60; Perception +17
Aura Fear (30 Will DC 25 or panicked)
Defense
AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, 2 size)
HP 200/275 (25d8+75)
Fort +13, Ref +10, Will +21
Defensive Abilities rock catching; DR 10/Offense
Speed 50 ft.
Melee 2 slams +33 (2d6+16/19-20 + 1d6 Strength Damage)
PA 2 slams +28 (2d6+26/19-20 + 1d6 Strength Damage)
Ranged rock +19 (2d6+24)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (180 ft.)
Statistics
Str 43, Dex 15, Con , Int 8, Wis 20, Cha 16
Base Attack +18; CMB +36; CMD 48 (+4 to Bull Rush)
Feats Bull Rush Strike, Cleave, Great Cleave, Combat Reflexes, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Critical
(slam), Improved Initiative, Intimidating Prowess, Iron Will, Power Attack, Weapon Focus (slam)
Skills: Climb +30, Disguise +19 (+27 when disguised as statue)., Knowledge (history) +13, Perception +33, Perform (song) +17, Stealth 0 (+8
in rocky terrain); Racial +8 bonus on stealth checks in rocky terrain and on Disguise checks when attempting to appear as an inanimate statue.
Languages Giant
Special Abilities
Fear Aura (Su): Any creature within a 30-foot radius of a raam when it attacks must succeed on a DC 25 Will save or become panicked for
2d4 rounds. A creature that successfully saves cannot be affected by that particular rums aura for 24 hours.
Strength Damage (Su): The touch of a raam deals ld6 points of Strength damage to a living foe, or 2d6 points of Strength damage on a critical
hit. The raam heals 5 points of damage whenever it drains Strength. A creature reduced to Strength 0 by a raam dies. This is a negative energy
effect.
Trample (Ex): Reflex half DC 38. The save DC is Strength-based.