TEXT: 1
  
  The Genius Guide to Gruesome Giants presents new 
  templates, feats, and alternative class feature options 
  a GM can add to any giant to create creatures with 
  entirely new themes and abilities. A GM can use 
  these options as mysterious threats for experienced 
  players, elements of a specific background story, or 
  simply to have a powerful new giant as the focus of 
  a climactic final battle.
  All of these gruesome templates are designed to 
  play into a specific fearsome idea and provide an 
  extra dose of horror for encounters with giants. 
  Some are inspired by classic fiction, while others 
  are intended to tie into specific background or 
  environmental themes. Each template includes all 
  the game rules needed to run it (including a new 
  mechanic—shock value—explained in detail below) 
  and enough descriptive material and suggestions 
  for use to make it easy for a GM to add them to an 
  ongoing adventure, or build whole new encounters 
  around them.
  GRUESOME GIANTS?
  Giants are not a staple in horror movies and fiction. 
  They are the definition of an obvious tangible threat, 
  and so lack the suspense of other monsters. They 
  are a fact of life for people in a typical fantasy RPG 
  campaign, but when facing giants, players know 
  what to expect. They are big, tough, and hit really 
  hard. From a mechanical 
  standpoint, 
  the 
  scariest 
  thing about a generic giant 
  is a critical hit.
  The idea behind gruesome 
  giants is to “spice up” these 
  monsters, to make them 
  more interesting (and more 
  frightening) for players and 
  GMs. Rather than face yet 
  another hard-hitting giant, 
  the players find themselves 
  facing a massive foe wrapped 
  in rotting limbs, or insane 
  walking vivisections sharing 
  glimpses of alien worlds. 
  Creatures that have more 
  wrong with them than “just” 
  being 
  bigger-than-normal 
  humanoids, gruesome giants 
  have uncanny appearances, 
  smells, and sounds that 
  makes them more frightening 
  even to veteran characters 
  (generally represented by 
  each gruesome giant’s shock 
  value—see below), while 
  the fact that they are difficult 
  to identify makes them more 
  of a mystery for players.
  
  3
  CREATING 
  GRUESOME 
  GIANTS
  Creating a gruesome giant is just a matter of adding 
  one of the gruesome templates presented below to an 
  existing giant.
  DESCRIPTIVE TEXT
  Each gruesome template begins with a short section 
  of italicized descriptive text based off of the example 
  creature, offering the GM some idea as to how to 
  convey the sights, sounds, and smells of giants with 
  the template to players. Since these templates can be 
  added to a wide range of creatures, these descriptions 
  are all necessarily a bit vague, but the GMs should 
  easily be able to add details from the description of 
  the base giant that the template is being added to.
  EXAMPLE CREATURE
  All gruesome giant templates include an example giant 
  with the template applied for ready use in any game.
  BACKGROUND
  The background section contains a short outline 
  of the concept behind the gruesome template with 
  suggestions for how giants of this kind come to be, 
  what kinds of roles they take in combat, and where 
  they might be found.
  SHOCK VALUE
  All gruesome giants have a “shock value”, which 
  represents a supernatural, disturbing quality typical 
  giants don’t possess. The shock aura ability means the 
  giant has the frightful presence universal monster rule 
  with a range of 30 feet. The template’s shock value 
  increases both the DC of the ability and the effective 
  hit dice of the giant for the purpose of affecting other 
  creatures. Once a creature encounters a giant with a 
  shock aura, it gains some resistance to the awful visage 
  of similar monstrosities. A character is only subject to 
  this save once per day from the same type of gruesome 
  creature regardless of how many times the character 
  runs into that kind of gruesome creature. This is a mind-
  affecting fear effect that requires line of sight.
  There’s a limit to how shocking even the most 
  gruesome creature can be. If a giant has multiple 
  gruesome templates, its shock value is equal to the 
  highest shock value of any of the templates +1, 
  regardless of how many templates it has.
  Format: shock (8 HD, DC 15); Location: aura
  CR
  Each gruesome template adjusts the CR of the giant 
  it is applied to.
  AC
  Some gruesome giant templates add to the AC of the 
  giant they are applied to. 
  DEFENSIVE ABILITIES / SPECIAL 
  ATTACKS
  Some gruesome giants gain defensive abilities, special 
  attacks, or other abilities that build off of their gruesome 
  features—either extending unusual powers, or giving 
  the giant abilities that match its thematic elements.
  ABILITIES
  Gruesome giants possess modified ability scores as 
  indicated.
  FEATS/SKILLS
  Some gruesome giants gain bonus feats or racial 
  modifiers to skills as indicated.
  WEAKNESSES
  Gruesome giants are designed to have weaknesses 
  (although in some cases these are fairly minor), to 
  help make them more interesting and memorable.
  KNOWLEDGE CHECKS
  Learning about the strengths and vulnerabilities 
  of giants with gruesome templates still requires a 
  successful Knowledge (local) check. Succeeding at 
  a check at the lowest DC (DC 10 + CR) allows a 
  character to identify the type of giant that functions 
  as the base creature and to identify that this giant 
  is unusual in some regard. For every five points a 
  knowledge check exceeds this DC, the character 
  gains an additional piece of information. Suggestion 
  for this information are listed with each template.
  OTHER USES
  All gruesome giant templates are designed for 
  application to creatures with the giant subtype, but 
  that doesn’t mean that they can’t be applied to a 
  wider variety of creature types. This section offers 
  suggestions on varying creature types that could also 
  fit well with the template.
  
  GRUESOME 
  GIANT 
  TEMPLATES
  The following templates can be used to create 
  special giants with gruesome and fearful themes 
  and abilities.
  COLLECTOR
  This grotesque monster is covered in pieces of its 
  former foes. Adorned with the body parts of fallen 
  victims, it’s almost impossible to tell the gaunt brute 
  from the dead bodies it wears. As it approaches, 
  it raises the clawed arm of...someone else...and 
  prepares to bring it down with savage intent.
  COLLECTOR ETTIN 
  CR 8
  XP 4,800
  CE Large humanoid (giant) (Pathfinder Roleplaying 
  Game Bestiary)
  Init +3; Senses low-light vision; Perception +12
  Aura shock (13 HD, DC 18)
  DEFENSE
  AC 22, touch 8, flat-footed 22 (+4 armor, -1 Dex, 
  +10 natural, -1 size)
  hp 75 (10d8+30)
  Fort +10, Ref +2, Will +5
  DR 5/piercing; Immune disease
  Weaknesses fragile weapons
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee 2 severed limbs +14/+14/+9/+9 (2d6+8/19-20)
  Ranged decapitated head +14 (1d6+8/19-20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks body fling, superior two-weapon 
  fighting*
  STATISTICS
  Str 27, Dex 8, Con 17, Int 6, Wis 10, Cha 11
  Base Atk +7; CMB +16; CMD 25
  Feats Cleave, Improved Initiative, 
  Improved 
  Overrun, 
  Improvised 
  Weapon MasteryB, Iron Will, Overhand 
  LobB, Power Attack
  Skills Handle Animal +8, Perception 
  +12; 
  Racial 
  Modifiers 
  +4 
  Perception
  Languages pidgin of Giant, Goblin, 
  and Orc
  ECOLOGY
  Environment cold hills
  Organization solitary, pair, gang (3-6), 
  troupe (1-2 plus 1-2 brown bears), band (3-6 
  plus 1-2 brown bears), or colony (3-6 plus 
  1-2 brown bears and 7-12 orcs or 9-16 goblins)
  Treasure standard (hide armor, 4 severed limbs, 4 
  decapitated heads, other treasure)
  *Ettin ability
  
  5
  Few giants display more raw brutality than 
  the collector giant. Eschewing manufactured 
  weapons and any form of civility, these gruesome 
  behemoths slaughter all in their path, sometimes 
  striking one enemy with the broken remains 
  of another. Collectors develop offensive and 
  defensive skills using their grim trophies, and 
  radiate an intimidating presence that scatters 
  smaller warriors like rats.
  CREATING A COLLECTOR CREATURE
  “Collector” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 3
  CR: +2 to base giant’s CR
  AC: +2 to base giant’s natural armor
  Defensive Abilities: The collector giant retains all 
  of the special defenses of the base creature and gains 
  immunity to disease, in addition to the following:
  Protective Pieces (Ex): A collector giant wears 
  severed body parts as weapons, ammunition, 
  jewelry, and armor. In addition to the natural armor 
  bonus above, he gains DR 5/piercing as his trophies 
  provide a thick layer of protection. 
  Special Attacks and Abilities: A collector creature 
  retains all the base creature’s special attacks and 
  abilities, and gains the following:
  Body Fling (Ex): The collector creature may use 
  severed body parts as melee or ranged weapons. 
  He treats all such weapons as a single weapon type 
  for the purposes of feats or other effects related to 
  weapon use, and is proficient with using body parts 
  as weapons. A collector giant may use a severed 
  limb as a two-handed improvised weapon if the limb 
  belonged to a creature one size category larger than 
  the collector giant. A collector giant may throw heads 
  instead of rocks for the same effect listed in the base 
  creature’s stat block, or as an improved improvised 
  weapon, whichever deals the most damage.
  A flung body part deals bludgeoning damage as 
  an improvised weapon of the original victim’s size, 
  modified by the Improvised Weapon Mastery feat 
  (see below), with the exception that the damage is 
  not limited to 1d8.
  Abilities +4 Str, +2 Con
  Feats: Collector giants gain Improvised Weapon 
  Mastery and Overhand Lob (page 19) as bonus feats.
  WEAKNESSES
  Fragile Weaponry (Ex) Collectors rarely use 
  manufactured weapons, preferring torn body parts. 
  Whenever a collector scores a critical hit or miss (i.e. 
  rolls a natural ‘1’ on the attack roll) when attacking 
  with a body part, that part is destroyed and becomes 
  useless even as an improvised weapon. Drawing a 
  new improvised weapon falls under the same rules 
  as drawing melee weapons.
  KNOWLEDGE CHECKS
  Base +5: Some giants take sadistic joy in tearing 
  limbs from weaker creatures and using them to 
  bludgeon other enemies. Their warcraft with 
  improvised weapons is quite impressive.
  Base +10: Collectors adorn themselves with pieces 
  of fallen opponents, giving them a disturbing form 
  of armor. It’s difficult to harm them without piercing 
  through this ablative tissue.
  OTHER USES
  Applying this template to monstrous humanoids (or 
  to outsiders with a vaguely humanoid shape) brings 
  an extra element of horror to an encounter. The same 
  applies to any creature that typically uses weapons 
  when doing violence. A version of the collector 
  creature among a race of monsters with multiple 
  appendages might prove particularly horrifying. 
  Such monsters might tear their own limbs off in 
  order to survive a desperate combat.
  CONTORTED
  The hulking creature moves with a strange, too-fluid 
  gait, as if all its joints are loose and bend farther 
  than should be possible. It twists at impossible places 
  such as the center of its ribcage, and its toes claw at 
  the earth like fingers when it charges.
  CONTORTED TROLL 
  CR 6
  XP 2,400
  CE Large humanoid (giant) (Pathfinder Roleplaying 
  Game Bestiary)
  Init +3; Senses darkvision 60 ft. low-light vision, 
  scent; Perception +6
  Aura shock (8 HD, DC 13)
  DEFENSE
  AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, 
  +5 natural, -1 size)
  hp 69 (6d8+42); regeneration 5 (fire or acid)
  
  Fort +12, Ref +8, Will +3
  DR 5/piercing
  Weaknesses lurker
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws + 8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7), sudden reach
  STATISTICS
  Str 21, Dex 18, Con 25, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 24
  Feats Iron Will, Lightning Reflexes, Skill Focus 
  (Stealth)
  Skills Perception +6, Stealth +16 (+20); Racial 
  Modifiers +8 Stealth
  Languages Giant
  SQ bones of clay
  ECOLOGY
  Environment cold mountains
  Organization solitary or gang (2-4)
  Treasure standard
  A giant with a particular hatred of smaller races may 
  become contorted if it suffers massive bodily trauma 
  that gives rise to an icy grudge. Deadfall traps set by 
  ingenious dwarves to defend their mines from giant 
  incursions are known to trigger the change. More 
  recently, dark rumors abound of a giant warlord 
  who deliberately tortures his soldiers, breaking 
  their bodies on great stone wheels to force them to 
  become contorted.
  CREATING A CONTORTED CREATURE
  “Contorted” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 2
  CR: +1 to base giant’s CR
  AC: +1 dodge bonus to AC
  Defensive Abilities: The contorted giant retains 
  all of the special defenses of the base creature, in 
  addition to the following:
  Bend with the Blows (Ex): A contorted giant’s body 
  gives way under the slightest pressure, allowing it to roll 
  with most physical attacks. She gains DR 5/piercing.
  Special Attacks and Abilities: A contorted creature 
  retains all the base creature’s special attacks and 
  abilities, in addition to the following:
  Bones of Clay (Ex): A contorted creature can 
  twist her joints in seemingly impossible ways, and 
  can even compress her body into tight spaces with 
  unsettling ease. The creature gains the compression 
  universal monster ability. She can also fit into an 
  enclosed space that would accommodate a creature 
  two size categories smaller (e.g. a contorted ogre 
  can hide under a child’s bed). If the creature spends 
  a full-round action when making a Stealth check to 
  hide, she ignores the normal size penalties for that 
  check. If she wishes to move while hidden in this 
  manner she is reduced to one-quarter speed. 
  Sudden Reach (Su): A contorted giant may relax 
  her joints when she strikes, allowing her limbs to 
  stretch far beyond their normal limit. Once per round 
  she may strike with a 10-foot bonus to her normal 
  reach. The first time an opponent is attacked with 
  sudden reach in a given combat they are treated as 
  flat-footed for the purposes of that attack. 
  Ability Scores: Dex +4, Con +2
  Skills: A contorted giant gains a +8 racial bonus to 
  Stealth checks.
  WEAKNESSES
  Lurker (Ex): The contorted giant has become 
  accustomed to being pressed in tight quarters. She 
  is unnerved when forced out into the open, and so 
  whenever a contorted giant is not within 20 feet of a 
  wall or ceiling, she becomes shaken.
  KNOWLEDGE CHECKS
  Base +5: Some giants can twist and mold their 
  bodies to fit through tight spaces. They can slither 
  through impossibly tight tunnels for their size, and 
  they shun being out in the open.
  Base +10: The contorted giants can strike so 
  swiftly that their limbs distend, letting them reach 
  foes that would ordinarily be at a safe distance.
  OTHER USES
  The contorted template is appropriate for any creature 
  that takes an unhealthy delight in terrorizing smaller 
  creatures, coupled with some grievous bodily injury 
  caused by those creatures.
  
  7
  FOMORIAN
  Emerging from the shadows is a thing from 
  nightmares. Its twisted spine and thick neck give the 
  appearance of the deformed titans of legend. One 
  pointed ear rests at the highest point on its bald 
  head, while its deformed skull slopes unnaturally 
  with several flat sides. Its mighty legs drag one foot 
  behind it, but it still appears surefooted. 
  FOMORIAN HILL GIANT 
  CR 10
  XP 9,600
  CE Large humanoid (giant) (Pathfinder Roleplaying 
  Game Bestiary)
  Init +2; Senses low-light vision; Perception +11
  Aura shared curse (30 ft., DC 21); shock (14 HD, 
  DC 18)
  DEFENSE
  AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, 
  -1 size)
  hp 126 (12d8+72)
  Fort +14, Ref +6, Will +8
  Defensive Abilities rock catching
  Weaknesses exposed nerves
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee gaff +19/+14 (2d6+16) 
  or 2 slams +19 (1d8+11)
  Ranged rock +11 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  Spell-Like Abilities (CL 12th; concentration +18)
  3/day—augury, bestow curse (DC 20), fog cloud
  STATISTICS
  Str 33, Dex 15, Con 23, Int 8, Wis 15, Cha 10
  Base Atk +9; CMB +21; CMD 33
  Feats Combat Reflexes, Improved Iron Will, 
  Improved Sunder, Iron Will, Power Attack, Vital 
  Strike
  Skills Perception +11, Stealth +4 (+12 in swamps), 
  Swim +19; Racial Modifiers +8 Stealth in swamps
  Languages Boggard, Giant
  SQ power in blood
  ECOLOGY
  Environment temperate marshes
  Organization solitary, gang (2-6), tribe (7–22, plus 
  20% noncombatants plus 1 cleric or witch leader of 
  4th–8th level, 1–3 barbarian or fighter champions of 
  2nd–5th level, 2–12 merrows, 10–20 boggards, and 
  6–12 giant frogs)
  Treasure standard (gaff, other treasure)
  Fomorian giants are born as a result of recurrent incest, 
  or when cursed by an older generation of giant-gods. 
  The strength of their giant bloodline gives them great 
  power, but a horrible countenance. Fomorians look 
  ghastly, and the physical forms of onlookers might be 
  twisted simply by being near them.
  
  CREATING A FOMORIAN CREATURE
  “Fomorian” is an inherited template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 2
  CR: +2 to base giant’s CR
  AC: +2 to base giant’s natural armor
  Defensive Abilities: Fomorian giants retain all of 
  the special defenses of the base creature, and are 
  immune to disease and poison. Their physical ability 
  scores cannot be damaged or drained. Fomorian 
  creatures are immune to fear effects.
  Special Attacks and Abilities: A fomorian giant 
  retains all the base creature’s special attacks and 
  abilities, in addition to the following:
  Shared Curse (Su): The fomorian giant radiates an 
  aura that imposes the fomorian’s misshapen curse on 
  other creatures. If a corporeal creature begins their turn 
  within 30 feet of the fomorian, they must succeed on 
  a Fortitude save (DC 10 + 1/2 the fomorian’s HD + 
  fomorian’s Con modifier) or suffer a -4 penalty to the 
  highest of its Strength or Dexterity scores, and a -2 
  penalty to the other. The effects of failing the first save 
  last for one hour. Each round an affected creature begins 
  their turn within a fomorian’s shared curse aura, they 
  must make another save. A second failure increases the 
  duration to permanent. The shared curse ability can be 
  ended by the remove curse spell or similar effects.
  Power in Blood (Ex): A fomorian giant has a 
  supernatural connection to his own cursed aura. A 
  fomorian uses his Constitution modifier to determine 
  the save DCs of any Intelligence, Wisdom, or Charisma-
  based supernatural or spell-like abilities it possesses.
  Abilities: +6 Str, -2 Dex, +4 Con, -2 Cha.
  WEAKNESSES
  Exposed Nerves (Ex) The thick hide and 
  preternatural toughness of a fomorian giant makes 
  him a stranger to the sensation of pain. He takes a -2 
  penalty to saves against any magical effect related to 
  pain (such as pain strike and symbol of pain).
  KNOWLEDGE CHECKS
  Base +5: Fomorian giants are rumored to have 
  been cursed by ancient powers. They lost their 
  immortal beauty, gaining monstrous strength and 
  horrid deformities.
  Base +10: Straying too close to a fomorian may 
  result in grotesque disfigurement. With too much 
  exposure, this curse might even become permanent.
  Base +15: The ancient giants are so hardened against 
  mortality that natural pain means nothing to them. 
  However, magically induced pain is very effective.
  OTHER USES
  Any creature known to have an ancient heritage, or 
  whose arrogance rivals divinity might inherit the 
  fomorian template. Hideously deformed dragons, 
  magical beasts, and outsiders make for memorable 
  encounters, particularly if the base creature’s shared 
  curse is stronger.
  FORGOTTEN
  This female giant is missing large swathes of her red-
  runed body, revealing her inner workings. It appears 
  almost as if her pitted black flesh was excised by an 
  impossibly sharp blade. As she moves, the exposed 
  areas shift around randomly within her armor, 
  revealing further displays of functioning anatomy. 
  Staring closely at the missing spaces of her body for 
  too long reveals glimpses of alien worlds.
  FORGOTTEN RUNE GIANT
   
  CR 19
  XP 204,800
  LE Gargantuan humanoid (giant) (Pathfinder 
  Roleplaying Game Bestiary 2)
  Init +2; Senses low-light vision; Perception +29
  Aura shock (23 HD, DC 29)
  DEFENSE
  AC 30, touch 6, flat-footed 30 (+9 armor, +15 
  natural, -4 size)
  hp 270 (20d8+180)
  Fort +15, Ref +8, Will +20
  Defensive Abilities recoiling mind (DC 26), unstuck; 
  Immune cold, electricity, fire
  Weakness insanity (DC 26)
  OFFENSE
  Speed 35 ft. (50 ft. without armor); air walk
  Melee 2 slams +26 (2d6+15)
  Space 20 ft.; Reach 20 ft.
  Special Attacks command giants*, runes*, spark 
  shower*, tear innards (6d6+45, DC 29), unspeakable 
  visions (DC 26)
  Spell-Like Abilities (CL 20th; concentration +26)
  Constant- air walk
  At will- charm person (DC 17), suggestion (DC 19)
  
  9
  3/day- mass charm monster (DC 24), dominate 
  person (DC 21)
  1/day- demand (DC 24), true seeing
  STATISTICS
  Str 41, Dex 15, Con 28, Int 14, Wis 23, Cha 22
  Base Atk +15; CMB +34; CMD 46
  Feats Awesome Blow, Critical Focus, Improved Bull 
  Rush, Improved Critical (longsword), Improved 
  Vital Strike, Iron Will, Power Attack, Quick Draw, 
  Staggering Critical, Vital Strike
  Skills Acrobatics +15 (+23 jump), Craft (any one) 
  +25, Knowledge (history) +12, Knowledge (nobility) 
  +12, Perception +29
  Languages Common, Giant, Terran
  ECOLOGY
  Environment cold mountains
  Organization solitary
  Treasure standard (masterwork full plate armor, 
  other treasure)
  *rune giant ability
  The forgotten are giants that have become unstuck 
  from reality. They exist half in the physical world 
  and half in a mind-breaking alien dimension. Glances 
  into this realm can cause mortal minds to suffer from 
  temporary madness and go to great effort to forget 
  the unnatural sights. The origins of the forgotten are 
  shrouded in mystery, owing to a tendency to inflict 
  madness and amnesia in witnesses. It is believed that 
  they were either the victims of misguided magical 
  experimentation, or that their civilization suffered an 
  awe-inspiring tragedy that wiped it from space, time, 
  and the memory of the world.
  CREATING A FORGOTTEN CREATURE
  “Forgotten” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 3
  CR: +2 to base giant’s CR
  Defensive Abilities: The forgotten giant retains 
  all of the special defenses of the base creature, in 
  addition to the following:
  Recoiling Mind (Ex): Creatures exposed to a forgotten 
  giant have great difficulty accurately describing the 
  creature, and the weak-willed forget her completely. 
  Creatures who fail a save against the forgotten’s 
  unspeakable visions gaze attack must make an additional 
  Will save (DC 10 + 1/2 the HD of the forgotten + 
  forgotten’s Cha modifier) once they are no longer in 
  the forgotten’s presence. Creatures that fail can only 
  recall the forgotten in more normal or mundane terms- 
  describing her limbs as tentacles, or her body as partly 
  invisible. If the save is failed by 5 or more, the creature 
  cannot remember the forgotten or any events involving 
  her at all. This is a mind-affecting effect.
  Unstuck (Ex): A forgotten’s body is constantly 
  shifting and moving between dimensions, causing 
  attacks against her to suffer a 50% miss chance. The 
  Blind Fight feat, ability to see invisible creatures, or 
  the ability to attack ethereal creatures has no effect 
  on this miss chance. Any area or targeted effect is 
  only half as effective, including force effects.
  Special Attacks and Abilities: A forgotten creature 
  retains all the base creature’s special attacks and 
  abilities, in addition to the following:
  Tear Innards (Ex): As a full-round action, a 
  forgotten may shove a shifting limb within a 
  creature, dealing catastrophic damage as portions 
  jump between realities. This is a melee touch attack 
  that deals damage as a slam, unarmed strike, or other 
  natural attack possessed by the base creature, except 
  it automatically is counted as a critical hit with a x3 
  multiplier. The creature may make a Fortitude save 
  (DC 10+ 1/2 the forgotten’s HD + forgotten’s Con 
  modifier) to reduce the damage by half. Creatures 
  immune to critical hits only take the forgotten’s 
  unmodified slam, unarmed, or natural attack damage.
  Unspeakable Visions (Ex): Creatures that stare at a 
  forgotten see visions of a twisting alien reality. This 
  acts as a gaze attack with a range of 30 feet. Creatures 
  exposed must succeed on a Will save (DC 10 + 1/2 
  the forgotten’s HD + forgotten’s Cha modifier) or be 
  affected by the lesser confusion spell. 
  Abilities: +4 Dex, +4 Cha
  WEAKNESSES
  Insanity (Ex): A forgotten’s existence causes a 
  constant strain on her sanity. Each round the forgotten 
  must succeed on a Will save with a DC equal to 10 
  + 1/2 the forgotten’s HD + forgotten’s Cha modifier. 
  Failure on the save renders the forgotten confused, 
  as the lesser confusion spell, for one round.
  KNOWLEDGE CHECKS
  Base +5: Some giants suffer from a strange 
  affliction that causes them to half-exist in an alien 
  reality. They cause temporary madness and amnesia 
  in creatures that look upon them.
  
  of BloodB, Vital Strike, Weapon Focus (battleaxe)
  Skills Climb +4, Intimidate +7, Perception +5
  SQ axe wielder*, devour
  ECOLOGY
  Environment any underground
  Organization solitary, gang (2–5), band (6–8 plus 1–2 
  monitor lizards), raiding party (9–12 plus 1–4 monitor 
  lizards), or tribe (13–20 plus 30% noncombatants, 
  plus 1 barbarian, fighter, or ranger chief of 3rd–5th 
  level; 2–9 monitor lizards; 1–4 giant frilled lizards; 
  and 10–15 dwarf, orc, or troglodyte slaves)
  Treasure standard (masterwork full plate armor, 
  other treasure)
  *cave giant ability
  Base +10: A forgotten’s body constantly shifts 
  between our reality and another, allowing it to 
  manifest its limbs within creature’s bodies for 
  horrendous harm. However, its state inflicts upon 
  it the same madness it forces upon others. 
  OTHER USES
  The forgotten template can be adapted for any 
  creature that has exposed to strange alien 
  realms, terrible planar disasters, or the 
  power of otherworldly aberrant gods.
  MANEATER
  The bestial giant has a bent humped back 
  and massive grasping hands covered in old 
  blood. He sniffs the air and smiles. His 
  sharp yellowing teeth fill a mouth widened 
  at the cheeks with careful cuts. His breath and 
  bone-covered body reek of long-dead carrion.
  MANEATER CAVE GIANT 
  CR 8
  XP 4,800
  CE Large humanoid (giant) (Pathfinder 
  Roleplaying Game Bestiary 3)
  Init +0; Senses low-light vision, smell of 
  blood; Perception +5
  Aura shock (10 HD, DC 13)
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+4 armor, +8 natural, 
  -1 size)
  hp 85 (9d8+45)
  Fort +11, Ref +3, Will +3
  Defensive Abilities ferocity, rock catching
  Weakness hunchback, light sensitivity
  OFFENSE
  Speed 20 ft. (15 ft. in armor)
  Melee battleaxe +14/+9 (2d6+12/x3) 
  or 2 slams +13 (1d8+8 plus bone shatter)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bone shatter (DC 19), gnashing 
  teeth (DC 19), rock throwing (100 ft.)
  STATISTICS
  Str 27, Dex 10, Con 21, Int 6, Wis 10, Cha 7
  Base Atk +6; CMB +17; CMD 27
  Feats Cleave, Improved Sunder, Power Attack, Smell 
  
  11
  Some giants have fallen far into the depths of 
  barbarism, committing terrible acts in the name of 
  power and survival. Some of the most depraved are 
  known to prey upon other races or weaker members 
  of their own kind. These cannibals devour the flesh 
  of other humanoids almost exclusively, and often 
  mutilate their mouths and teeth to better swallow 
  the smaller creatures with a few bloody gulps. 
  The maneaters often control large tribes of smaller 
  humanoids that fear the giants’ strength and hunger.
  CREATING A MANEATER CREATURE
  “Maneater” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 1
  CR: +2 to base giant’s CR
  AC: +2 to base giant’s natural armor
  Special Attacks and Abilities: A maneater retains all 
  the base creature’s special attacks and abilities, and 
  gains the grab, scent, and swallow whole universal 
  monster abilities, in addition to the following:
  Bone Shatter (Ex): When the maneater damages a 
  creature with a slam attack, the creature must succeed 
  on a Fortitude save (DC 10 + 1/2 the maneater’s HD 
  + maneater’s Con modifier) or take 1d3 Strength and 
  Dexterity damage. On a critical hit, the creature’s 
  base movement speed is halved until the ability 
  damage is healed.
  Devour (Su): Once per month, a maneater can 
  devour a humanoid corpse as a full-round action to 
  gain a growth point. He gains a bonus equal to his 
  growth point total on attack rolls, CMB rolls, and 
  saving throws. His maximum hit points increase by 
  5 for each growth point he gains. When a maneater 
  gains 4 growth points, he grows by one size category, 
  losing all of his growth points (and bonuses) but 
  gaining all of the benefits of the giant creature template 
  (including an increase in CR). The maneater’s size 
  can only increase once in this manner.
  Gnashing Teeth (Ex): The maneater gains the 
  constrict universal monster ability, except the 
  damage is equal to a bite attack for a creature of the 
  maneater’s size. When the maneater is grappling a 
  creature that is at least two size categories smaller, 
  and the maneater does not possess the grappled 
  condition (by taking a -20 penalty on his CMB check 
  to make the grapple), the maneater may attempt 
  to bite off the creature’s head. The maneater must 
  succeed on a grapple check (with the -20 penalty to 
  CMB) to damage the creature as per the constrict 
  ability. A damaged creature must succeed on a 
  Fortitude save (DC 10 + 1/2 the maneater’s HD + 
  maneater’s Con modifier) or have their head severed 
  as per the vorpal weapon ability.
  Abilities: +4 Str, +4 Con
  Feats: Maneater giants gain the Smell of Blood feat 
  (see page 20) as a bonus feat.
  WEAKNESSES
  Hunchback (Ex): The maneater’s rapid growth is 
  unnatural, and causes his body to deform in disturbing 
  ways. Maneaters commonly have hunched backs 
  and asymmetric limbs. The base movement speed of 
  the maneater is halved, he takes a -4 circumstance 
  penalty to all Dexterity- and Strength-based skills, 
  and his reach is always the equivalent of a creature 
  one size category smaller.
  KNOWLEDGE CHECKS
  Base +5: Some giants delight in breaking and 
  eating smaller creatures. They are capable of ripping 
  them to pieces, or tearing heads from shoulders with 
  filed teeth.
  Base +10: The maneater rapidly grows in size 
  through cannibalism, but the rapid enlargement does 
  not occur evenly, causing them to become monstrous 
  in appearance and ungainly.
  OTHER USES
  The maneater template is appropriate for any 
  humanoid creature that begins eating smaller 
  humanoids, or engages in regular cannibalism.
  MASOCHIST
  The giant’s fiery body is a mess of wounds, both old 
  and fresh. Weapons, glass, and bone shards stab 
  through the flesh of his arms, legs, chest, and face at 
  regular intervals. The sharp pieces tear and rip into 
  him with each movement, causing thick rivulets of 
  fresh blood to cascade along old dried brown trails. 
  He rapidly draws a gigantic bloody greatsword from 
  his back, seeming to savor the pain.
  MASOCHIST FIRE GIANT 
  CR 12
  XP 19,200
  LE Large humanoid (fire, giant) (Pathfinder 
  Roleplaying Game Bestiary)
  Init -1; Senses low-light vision; Perception +14
  Aura shock value (16 HD, DC 18)
  
  gods or demons of war, and others have experienced 
  long and terrible tortures. The masochists take to 
  grossly deforming their flesh through repeated 
  abuse, and most are driven to experience new forms 
  of suffering. The most evil or insane among them 
  wish to proselytize the terrible truths they have 
  discovered to others.
  CREATING A MASOCHIST CREATURE
  “Masochist” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 1
  CR: +2 to base giant’s CR
  AC: +2 to base giant’s natural armor
  Defensive Abilities: The masochist giant retains all 
  of the special defenses of the base creature, and gains 
  fast healing 5 and the ferocity universal monster 
  abilities, in addition to the following abilities:
  Bloody Disarm (Ex): Whenever the masochist is 
  damaged in melee by a slashing or piercing weapon, 
  he may choose to attempt a disarm combat maneuver 
  against the wielder as an immediate action. This 
  disarm attempt does not provoke an attack of 
  opportunity. Weapons disarmed in this manner 
  become applicable to the spiked body or weaponry 
  special abilities. The disarmed weapon can be 
  regained by a successful disarm attempt against the 
  masochist. Disarming a weapon in this manner deals 
  the weapon’s base damage to the masochist.
  Spiked Body (Ex): Masochists tend to pierce their 
  flesh and bone with dozens of weapons, spikes, or 
  stranger oddities. During grapples, they are always 
  treated as wearing spiked body armor that deals 
  1d8 piercing and slashing damage. If any of the 
  weapons piercing the masochist are enchanted, the 
  enchantments affect any damage inflicted by the 
  spiked body ability.
  Special Attacks and Abilities: A masochist retains 
  all the base creature’s special attacks and abilities, in 
  addition to the following:
  Masochism (Ex): The masochist learns to take joy 
  in the pain that he or others inflict upon his body. 
  He gains a +1 morale bonus to attacks, damage, and 
  saves whenever his hit points are at ¾ his normal 
  total or lower. The bonus improves to +2 when the 
  masochist is at 1/2 hit points or lower, +3 at ¼ hit 
  points or lower, and +4 when at 0 or fewer hit points.
  Weaponry (Ex): The masochist may draw from 
  or sheathe any slashing or piercing weapon of his 
  DEFENSE
  AC 26, touch 8, flat-footed 26 (+8 armor, -1 Dex, 
  +10 natural, -1 size)
  hp 172 (15d8+105), fast healing 5
  Fort +16, Ref +4, Will +9
  Defensive Abilities bloody disarm, rock catching; 
  Immune fire
  Weakness blood loss, vulnerability to cold
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatsword +23/+18/+13 (3d6+18) 
  or 2 slams +22 (1d8+12)
  Ranged rock +10 (1d8+17 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks heated rock*, rock throwing (120 
  ft.), spiked body
  STATISTICS
  Str 35, Dex 9, Con 25, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +24; CMD 33
  Feats Cleave, Great Cleave, Improved Overrun, 
  Improved Sunder, Iron Will, Martial Weapon 
  Proficiency (greatsword), Power Attack, Weapon 
  Focus (greatsword)
  Skills Climb +16, Craft (any one) +8, Intimidate 
  +11, Perception +14
  Languages Common, Giant
  SQ masochism, weaponry
  ECOLOGY
  Environment warm mountains
  Organization solitary, gang (2–5), band (6–12 plus 
  35% noncombatants and 1 adept or cleric of 1st–2nd 
  level), raiding party (6–12 plus 1 adept or sorcerer 
  of 3rd–5th level, 2–5 hell hounds, and 2–3 trolls or 
  ettins), or tribe (20–30 plus 1 adept, cleric, or sorcerer 
  of 6th–7th level; 1 fighter or ranger of 8th–9th level 
  as king; and 17–38 hell hounds, 12–22 trolls, 7–12 
  ettins, and 1–2 young red dragons)
  *fire giant ability
  Giants can sustain incredible amounts of physical 
  harm. The masochist is a giant that learns to endure 
  such terrible pain until the line between pleasure and 
  agony becomes blurred. Some are cultists of dark 
  
  13
  size or smaller within his body as a free action. The 
  masochist takes damage equal to the base damage of 
  the weapon whenever he draws or sheaths a weapon 
  in this manner.
  Ability Scores: +4 Str, +4 Con
  WEAKNESSES
  Blood Loss (Ex): While the masochist’s body 
  heals at an extraordinary rate, he reopens terrible 
  wounds whenever he engages in strenuous action. 
  Each round the masochist attacks or runs, he loses 
  his fast healing ability, and suffers 5 hit point of 
  bleed damage. The bleed damage ceases and fast 
  healing resumes one full round after the giant ceases 
  attacking or running.
  KNOWLEDGE CHECKS
  Base +5: Some barbaric or insane giants take 
  to repeated scarification and masochistic ritual 
  destruction of their own bodies in the belief that they 
  can become stronger by accepting pain as an ally.
  Base +10: Masochistic giants become empowered 
  even as their bodies are torn to shreds, but their own 
  lust for agony can cause them to eventually bleed out 
  from self-inflicted wounds.
  OTHER USES
  The masochist template can be applied to any creature 
  type that can experience and embrace physical pain: 
  humanoid cultists to evil gods, dark fey yearning for 
  strange new pleasures, or demonic outsiders who 
  yearn for lust and suffering in equal measure.
  REAPING
  This immense humanoid’s body bears ritualistic 
  scars. Her dark green skin constantly contorts with 
  the expressions of anguished faces, as if a hundred 
  souls were trapped inside and desperate to escape.
  REAPING STORM GIANT 
  CR 15
  XP 51,200
  CE Huge humanoid (giant) (Pathfinder Roleplaying 
  Game Bestiary)
  Init +2; Senses all-around vision, darkvision 60 ft., 
  lifesense, low-light vision; Perception +28
  Aura shock (21 HD, DC 24)
  DEFENSE
  AC 31, touch 13, flat-footed 29 (+6 armor, +3 
  deflection, +2 Dex, +12 natural, -2 size)
  hp 199 (19d8+114)
  Fort +17, Ref +8, Will +13
  Defensive Abilities rock catching; Immune electricity
  Weakness soul of evil
  OFFENSE
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
  Melee mwk greatsword +27/+22/+17 (4d6+21/17-
  20 plus 1 negative level) 
  or 2 slams +26 (2d6+14 plus 1 negative level)
  Ranged mwk composite longbow +15/+10/+5 
  (3d6+14/x3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks ferocity, soul reaping
  Spell-Like Abilities (CL 15th; concentration +18)
  Constant—freedom of movement
  3/day—mass inflict serious wounds (CL 19, DC 20)
  2/day—control weather, levitate
  1/day—call lightning (DC 16), chain lightning 
  (DC 19)
  STATISTICS
  Str 39, Dex 14, Con 23, Int 18, Wis 22, Cha 17
  Base Atk +14; CMB +30; CMD 42
  Feats Awesome Blow, Cleave, Combat Reflexes, 
  Improved Bull Rush, Improved Critical (greatsword), 
  Improved Sunder, Improved Vital Strike, Iron Will, 
  Power Attack, Vital Strike
  Skills Acrobatics +18, Climb +17, Craft (any one) 
  +14, Intimidate +21, Perception +28, Perform (sing) 
  +13, Sense Motive +25, Swim +22
  Languages Auran, Common, Draconic, Giant
  SQ militant*, water breathing
  ECOLOGY
  Environment any warm
  Organization solitary or family (2–5 plus 1 sorcerer 
  or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons, 
  and 2–8 sharks)
  Treasure 
  standard 
  (mwk 
  breastplate, 
  mwk 
  composite longbow [+14 Str bonus] with 20 arrows, 
  mwk greatsword, other treasure)
  *storm giant ability
  Some giants are as old as death itself, and are 
  empowered by every life they claim. Their flesh 
  stretches with the faces and hands of each soul taken 
  in their presence.
  
  CREATING A REAPING CREATURE
  “Reaping” is an acquired or inherited template that 
  can be added to any corporeal creature with the giant 
  subtype and a Charisma score of 12 or higher.
  Shock Value: 3
  CR: +2 to base giant’s CR
  Defensive Abilities: The reaping giant retains all of 
  the special defenses of the base creature, in addition 
  to the following:
  Armor Class: A reaping creature gains a deflection 
  bonus to AC equal to her Charisma bonus.
  Special Attacks and Abilities: A reaping creature 
  retains all the base creature’s special attacks and 
  abilities, and gains the all-around vision, darkvision 
  60 feet, ferocity, and lifesense universal monster 
  abilities, in addition to the following:
  Soul Reaping (Su): The souls consumed by a reaping 
  giant drink in life energy whenever the reaping giant 
  injures another creature. Whenever a living creature 
  is struck by a reaping giant in melee combat, 
  that creature must succeed at a Fortitude save 
  (DC 10+ 1/2 the reaping giant’s HD + giant’s 
  Cha modifier) or take one negative level. Each 
  negative level the reaping giant inflicts gives her 
  5 temporary hit points, and a +1 bonus to attacks, 
  saves, skills, and ability checks until the beginning 
  of her next turn. The negative levels are cumulative. 
  Creatures slain by a reaping giant cannot be raised 
  or resurrected unless the caster succeeds at a DC 22 
  caster level check. The DC is Charisma-based.
  Spell-like Abilities: A reaping giant can cast 
  mass inflict serious wounds 3 times per day with 
  a caster level equal to her hit dice. The save DC 
  is Charisma-based.
  Abilities: +2 Int, +2 Wis, +2 Cha.
  WEAKNESSES
  Soul of Evil (Su): Reaping giants are 
  universally evil, imbued by evil gods with a 
  destructive will. Whenever a reaping giant 
  fails a saving throw against any effect with 
  the good descriptor, she also gains a negative 
  level. This negative level last for 24 hours or 
  until the reaping giant receives a restoration spell.
  KNOWLEDGE CHECKS
  Base +5 On rare occasion, an elder giant becomes 
  a monstrous representative of something older and 
  more terrifying. Reaping giants deal death and 
  capture souls wherever their titanic steps take them.
  Base +10 Reaping giants do not die normally, 
  fighting until the last ounce of their strength is gone. 
  They unerringly sense the location of all living 
  things in their presence.
  Base +15 The souls of slain opponents remain 
  inside the reaping giant until its demise. Though 
  they cannot be saved from this fate, spells and effects 
  infused with the power of pure goodness cause the 
  reaping giant itself considerable confusion and pain.
  OTHER USES
  The reaping template brings a new dimension to evil 
  outsiders and corporeal undead who already wield power 
  over souls or despise the living. Such creatures are never 
  mindless undead or among the least or their kind. They 
  either rule as exemplars of their monstrous race or serve 
  as lieutenants to truly powerful forces of evil.
  
  15
  UNDYING
  The rag-dressed giant looks older than a crumbling 
  ruin. Her white and yellow hair drapes around her 
  body like a shroud. Her skin is a mess of wrinkles, 
  pockmarks, and scars upon scars. She vacantly 
  stares with suicidal detachment, and smells a step 
  away from death.
  UNDYING CLOUD GIANT 
  CR 13
  XP 25,600
  NG or NE Huge humanoid (giant) (Pathfinder 
  Roleplaying Game Bestiary)
  Init +1; Senses low-light vision, scent; Perception +17
  Aura shock (17 HD, DC 18)
  DEFENSE
  AC 27, touch 9, flat-footed 26 (+4 armor, +1 Dex, 
  +14 natural, -2 size)
  hp 168 (16d8+96)
  Fort +16, Ref +6, Will +12
  Defensive Abilities immortal, rock catching
  Weakness depression, oathbound
  OFFENSE
  Speed 50 ft.
  Melee Morningstar +24/+19/+14 (4d6+21) 
  or 2 slams +22 (2d6+14)
  Ranged rock +12 (2d6+21)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (140 ft.)
  Magus Spells Prepared (CL 16th; concentration +19)
  6th- acid fog
  5th- cloudkill (2) (DC 18), overland flight
  4th- black tentacles, dimension door, ice storm (2)
  3rd- arcane sight, dispel magic (2), lightning bolt 
  (2) (DC 16), slow (DC 16)
  2nd- bull’s strength (2), gust of wind (2) (DC 15), 
  shatter (DC 15), web (DC 15)
  1st- grease (DC 14), magic weapon (2), silent 
  image (DC 14), true strike (2)
  0 (at will)- arcane mark, detect magic, ghost sound 
  (DC 13), light, read magic   
  Spell-Like Abilities (CL 16th)
  At will- levitate (self plus 2,000 lbs.), obscuring mist
  1/day- fog cloud, legend lore
  STATISTICS
  Str 35, Dex 13, Con 23, Int 16, Wis 20, Cha 8
  Base Atk +12; CMB +28; CMD 39
  Feats Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Overrun, Intimidating 
  Prowess, Iron Will, Power Attack
  Skills Climb +19, Craft (any one) +14, Diplomacy 
  +10, Intimidate +24, Knowledge (arcana) +22, 
  Knowledge (history) +22, Perception +17, Spellcraft 
  +22, Survival +21, Use Magic Device +18
  Languages Common, Giant
  SQ ancient power, forgotten lore, oversized weapon*
  ECOLOGY
  Environment temperate mountains
  Organization solitary
  *cloud giant ability
  Ancient giant civilizations empowered noble heroes to 
  eternally safeguard their people. Eons passed. These 
  immortal warriors watched the glorious golden age die 
  out, and the remnants slip through their fingers. Once 
  they held silent watch over god-emperors and flying 
  castles. Now they protect scattered tribes fighting 
  over rotting carcasses. They crave death like a victim 
  tortured past the point of reason, but are bound by 
  ancient oaths to protect their fallen kind forever.
  CREATING AN UNDYING CREATURE
  “Undying” is an acquired template that can be added 
  to any corporeal creature with the giant subtype.
  Shock Value: 1
  CR: +2 to base giant’s CR
  AC: +2 to base giant’s natural armor
  Defensive Abilities: The undying giant retains all of 
  the special defenses of the base creature, and gains 
  the ferocity universal monster ability, in addition to 
  the following:
  Immortal (Ex): An undying giant is immune to 
  aging, aging penalties, and cannot die of old age. 
  While the passage of time eventually shows in her 
  wizened appearance, it takes many thousands of 
  years, and these purely superficial signs of aging in 
  no way hamper her abilities.
  Special Attacks and Abilities: An undying creature 
  retains all the base creature’s special attacks and 
  abilities, in addition to the following:
  
  OTHER USES
  The undying template can be modified to apply to 
  any creature representing the immortal scion of an 
  ancient race or civilization that has fallen to ruin.
  UNSTOPPABLE
  Giants are always big, always powerful, but this 
  thing leaves words behind. His bellow rattles your 
  bones, and his driving footfalls shake dust from the 
  ceiling. When he strikes the wall, the stone cracks 
  with the sound of a thunderclap. The gate means 
  nothing. The walls won’t hold. He is coming.
  UNSTOPPABLE STONE GIANT CR 10
  XP 9,600
  N Large humanoid (giant) (Pathfinder Roleplaying 
  Game Bestiary)
  Init +2; Senses darkvision 60 ft. low-light vision, 
  scent; Perception +8
  Aura shock (15 HD, DC 18)
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, 
  -1 size)
  hp 126 (12d8+72)
  Fort +14, Ref +6, Will +5
  Defensive Abilities improved rock catching*
  Weaknesses reckless charge
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +18 (1d8+10/18-20 x3)
  Ranged rock +11 (1d8+15)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pulverize, rock throwing (180 ft.), 
  unstoppable charge
  STATISTICS
  Str 31, Dex 15, Con 23, Int 8, Wis 12, Cha 8
  Base Atk +9; CMB +20 (+22 bull rush, overrun and 
  sunder); CMD 32 (34 vs bull rush, overrun and sunder)
  Feats Awesome Blow, Broad Stroke, Cleave, 
  Improved Bull Rush, Improved OverrunB, Improved 
  Sunder, Power Attack
  Skills Climb +12, Perception +8, Stealth +2 (+10 
  in rocky terrain); Racial Modifiers +8 Stealth in 
  rocky terrain
  Ancient Power (Su): An undying giant represents 
  one of the last survivors of an ancient culture where 
  magic was common. While she has fallen far from 
  her former glory, she still carries a spark of greatness 
  from a bygone age. The undying knows and may cast 
  spells as a magus with a level equal to her HD. She 
  gains no other magus abilities, but treats any spell 
  known as being affected by the Spell Mastery feat.
  Forgotten Lore (Ex): The undying possesses the 
  lost knowledge of an ancient civilization and the 
  experience of thousands of years of life. She counts 
  all skills as class skills, may use any skill untrained, 
  and gains 2 additional skill points per HD. She may 
  recall information as the legend lore spell, usable 1/
  day with a caster level equal to her HD.
  Ability Scores: +4 Str, +4 Int, +4 Wis, -4 Cha
  WEAKNESSES
  Depression (Ex) An undying is only bound to 
  existence by an inability to break her mystic oaths and 
  would otherwise likely commit suicide. Whenever the 
  undying is the target of a spell or effect that heals any 
  Hit Point damage, she must succeed on a Will save 
  with a DC equal to the appropriate save DC for the 
  spell or effect. If she fails, she suffers a -2 morale 
  penalty to attack, saves, and skill checks for 1 minute.
  Oathbound (Su) An undying giant is incapable of 
  acting against the ancient oaths she swore. She may 
  never harm a creature with the giant subtype (including 
  herself), must always act in the defense of creatures 
  with the giant subtype, and can only be released from 
  life through martyrdom in pursuit of her mission. She 
  is mystically incapable of acting in violation of this 
  oath except through accident or trickery. The undying 
  giant is immune to any spell or effect that compels 
  her to become in violation of her oath. If the undying 
  is prevented from protecting creatures with the giant 
  subtype or violates her oath through accident or trickery, 
  she suffers penalties as the geas/quest spell.
  KNOWLEDGE CHECKS
  Base +5: It is said that there are ancient survivors 
  of the bygone age of the giants, cursed to forever 
  wander the world protecting their scattered kin. 
  These sad fallen creatures throw themselves into 
  battle with suicidal fervor.
  Base +10: The undying carry the experience of a 
  lost era, but desire nothing more than to die in battle 
  for ancient oaths. They can be driven into depression 
  by healing wounds they suffer; robbing them of a 
  noble death.
  
  17
  CREATING AN UNSTOPPABLE CREATURE
  “Unstoppable” is an acquired template that can be 
  added to any corporeal creature with the giant subtype.
  Shock Value: 3
  CR: +2 to base giant’s CR
  AC: +3 to base giant’s natural armor
  Special Attacks and Abilities: An unstoppable 
  giant retains all the base creature’s special 
  attacks and abilities, in addition to 
  the following:
  Augmented Critical (Ex): An 
  unstoppable’s slam threatens a 
  critical hit on a roll of 18-20, and 
  deals x3 damage if confirmed.
  Pulverize (Ex): The bones of the 
  unstoppable’s hands grow harder 
  than steel, and his knuckles protrude 
  from the skin in black metallic knobs. 
  An unstoppable’s slam attacks 
  count as adamantine for purposes 
  of overcoming damage reduction 
  and hardness. His slam attacks deal 
  double damage against objects.
  Unstoppable Charge (Ex): Once 
  in motion, an unstoppable creature 
  lives up to its name. During a charge action 
  it cannot be tripped, and it does not provoke 
  attacks of opportunity for moving through 
  threatened areas, or for entering an occupied 
  space (such as during a bull rush).
  Feats: An unstoppable giant gains Improved 
  Overrun as a bonus feat.
  Ability Scores: Str +4, Con +4, Int -2, Cha -2
  WEAKNESSES
  Reckless Charge (Ex): At the beginning of its turn, 
  if the unstoppable is not engaged in melee combat and 
  can see a foe within charge range, he must charge. If he 
  misses with the charge attack he is thrown off balance 
  and becomes staggered until the end of his next turn.
  KNOWLEDGE CHECKS
  Base +5: A giant that becomes addicted to battle 
  becomes a living siege weapon, sundering both 
  metal and bone with disturbing ease.
  Base +10: A solid blow landed by an unstoppable 
  strikes as hard as a catapult stone, and just as recklessly. 
  If a target manages to avoid an unstoppable’s initial 
  charge, the giant becomes momentarily disoriented.
  Languages Giant
  SQ augmented critical
  ECOLOGY
  Environment temperate mountains
  Organization solitary or gang (2-4), band (4-8), 
  hunting party (9-12 plus 1 elder) or tribe (13-30 plus 
  35% noncombatants, 1-3 elders and 4-6 dire bears)
  Treasure standard
  *stone giant ability
  Unstoppable giants distill the power and fury for 
  which giantkind is known down into a palpable 
  essence. Irresistible force flows through their veins, 
  tightening muscle and hardening bone. When a giant 
  grows to love the thrill of destruction and death in 
  open combat too much, he begins to crave battle 
  more than food, water, or gold. 
  
  Benefit: You may make a bull rush combat maneuver 
  as a swift action against any creature that is at least 
  two size categories smaller than you within reach.
  FOEBANE SPELL
  Your magic is specifically designed to harm non-
  giants.
  Prerequisites: able to cast 1st level spells, giant 
  subtype
  Benefit: Creatures that do not have the giant 
  subtype take additional damage from your spells. 
  This damage is equal to the ability score modifier 
  for the ability that modifies your spellcasting. If the 
  spell you cast is not a damaging spell, the targets 
  take a -1 penalty on the first save they are required to 
  make against that spell.
  Special: You can take this feat a second time. If 
  you do, your damaging spells gain the benefit of this 
  feat against any target that does not share the giant 
  subtype and your particular giant bloodline.
  FOREST FOR THE TREES
  You are lithe and quiet for your size.
  Prerequisite: giant subtype, size Large or larger
  Benefit: You only suffer half your size penalty to 
  Fly and Stealth checks. When in natural surroundings 
  featuring objects larger than yourself, you can ignore 
  your entire size penalty to Stealth checks in any 
  round you don’t take an action.
  GIANT ALLY
  The threat you impose helps smaller combatants 
  avoid danger when fighting something your size.
  Prerequisite: 10 ft. or longer reach, size Large 
  or larger.
  Benefit: So long as you threaten a Large or larger 
  creature, smaller allies do not provoke attacks of 
  opportunity from that creature for moving within 
  its threatened squares. This protection only applies 
  to the first threatened square an affected creature 
  moves through.
  GIANT SPELLCASTING
  You are larger and more powerful than other 
  spellcasters, and so are your spells.
  Prerequisite: ability to cast 2nd level spells, giant 
  subtype, size Large or larger
  Benefit: Whenever you prepare (or spontaneously 
  cast) a spell modified by the Empower, Enlarge, or 
  Widen metamagic feats, lower the effective level 
  of that spell by one. This can only lower a single 
  casting of such a spell by one spell level, regardless 
  of the number of feats applied to it.
  OTHER USES
  Any humanoid or monstrous humanoid of great physical 
  strength can become addicted to the destruction of 
  battle and transform into an unstoppable creature.
  GRUESOME 
  GIANT FEATS
  The Pathfinder Roleplaying Game rules are largely 
  predicated on the assumption that most adventurers 
  are Medium-sized creatures. While the game balances 
  out the rules mechanically for larger or smaller 
  creatures, and allows for transition between sizes, 
  creatures of different sizes presumably would also 
  learn to adventure in a dangerous world primarily 
  populated by smaller humanoids. Simply put, a giant 
  spellcaster ought to be able to cast giant spells, or train 
  to fight elusive little trespassers. The following feats 
  are common among creatures with the giant subtype.
  AWESOME STRIKE
  So great is your Strength that a well-placed blow can 
  send your opponents flying.
  Prerequisite: Str 27+, Improved Awesome Blow, 
  size Large or larger
  Benefit: Whenever you score a critical hit with a 
  melee attack, you can launch the target into the air 
  with the force of the blow. If your confirmation roll 
  exceeds your opponent’s CMD, you affect them as if 
  by the Improved Awesome Blow feat in addition to 
  dealing normal damage.
  Special: You may only apply the effects of one of 
  the following feats to a given critical hit: Awesome 
  Strike, Bull Rush Strike, Disarming Strike, 
  Repositioning Strike, Sundering Strike, or Tripping 
  Strike. You may choose which feat you use after 
  seeing the result of your confirmation roll.
  BROAD STROKE
  You’ve trained yourself to combat smaller, more 
  elusive foes.
  Prerequisite: size Large or larger
  Benefit: You gain a bonus on attack rolls equal 
  to the difference in size category between you and 
  smaller targets. This bonus applies to any attack roll 
  or combat maneuver, including touch attacks.
  CARELESS SHOVE
  You are so massive that you knock smaller creatures 
  around with little effort.
  Prerequisites: Awesome Blow, Improved Bull Rush
  
  19
  GREAT LEAP
  Your great size allows you to make longer jumps 
  than other more puny creatures.
  Prerequisite: Giant subtype, size Large or larger
  Benefit: You may use your Strength bonus instead 
  of your Dexterity bonus when making Acrobatics 
  checks to perform a horizontal or vertical jump, 
  and you always count as having a running start. 
  Additionally, you may add your size bonus to 
  Acrobatics checks made to perform a jump.
  GREAT STEP
  With your uncommon height, even the smallest step 
  covers a great distance.
  Prerequisite: base land speed 40 ft. or more, 
  humanoid type, size Huge or larger
  Benefit: Whenever you take a 5-foot step, you 
  may move up to 10 feet in a straight line instead. 
  Whether 5 or 10 feet, you may take this movement 
  even in difficult terrain.
  Normal: A 5-foot step may not be increased, and 
  may not be taken in difficult terrain.
  GRIND THEM DOWN
  You can crush smaller creatures beneath your 
  massive foot.
  Prerequisite: Giant subtype, Power Attack, size 
  Large or larger
  Benefit: As a standard action, you can make a 
  special slam attack against a creature at least two size 
  categories smaller than yourself. If the attack hits, you 
  deal damage normally, and the target must succeed 
  on a Reflex save (DC 10 + 1/2 your Hit Dice + your 
  Str modifier) or be pinned for one round. At the start 
  of your next turn, and every turn thereafter, you may 
  maintain the pin by making a combat maneuver check 
  as a free action. Every round that the target remains 
  pinned, they take damage equal to your slam damage, 
  plus 1-1/2 times your Strength bonus. You are not 
  considered to be grappled while pinning an opponent 
  in this manner. The pin is broken if you move from 
  your current space for any reason. You may only pin 
  one creature at a time using this feat, but you may 
  grapple as normal while maintaining this special pin.
  IMPROVED AWESOME BLOW
  You are adept at lifting smaller creatures off their 
  feet with your great strength.
  Prerequisite: Awesome Blow, size Large or larger
  Benefit: You gain a +2 bonus on combat maneuver 
  checks made with the Awesome Blow feat. Opponents 
  knocked over by your awesome blow move an 
  additional 5 feet for each size category you are over 
  Large. If an object prevents the target from moving this 
  full distance, the object and subject take 1d6 points of 
  damage for every 5 feet the target could not move.
  MIGHTY SHOT
  Your ranged weapons are better designed to 
  accommodate a creature of your stature.
  Prerequisite: proficiency with ranged (non-
  throwing) weapon, size Large or larger
  Benefit: The range increment for your ranged 
  weapons increases by ten feet for each size category 
  beyond Medium you are. This includes any ranged 
  weapon you are proficient with that fire ammunition, 
  but excludes thrown weapons.
  MIGHTY THROW
  You launch throwing weapons with the same 
  precision as the large rocks common among giants.
  Prerequisite: proficiency with throwing weapon, rock 
  throwing universal monster rule, size Large or larger
  Benefit: The maximum range for any throwing 
  weapon you are proficient with is the same as the range 
  for your rock throwing ability. You take no penalties 
  for range increments with throwing weapons.
  MOMENTOUS STRIKE
  Your swings cut great swathes across a battlefield.
  Prerequisite: Cleave, size Large or larger, Great 
  Cleave
  Benefit: When making an extra attack with the 
  Cleave or Great Cleave feats using weapons of your 
  size category or greater, you may attack any creature 
  within your reach.
  Normal: You may only make an extra attack using 
  Cleave or Great Cleave against a creature adjacent to 
  your first target.
  OR BE HE DEAD
  You can eat living flesh without consequences.
  Prerequisites: Con 20+, giant subtype, size Large 
  or larger
  Benefit: You gain nourishment from the meat of any 
  living creature, cooked or uncooked. You cannot be 
  poisoned or diseased as a result of eating a living creature.
  OVERHAND LOB
  Your great strength allows you to throw rocks or 
  other objects with precision.
  Prerequisites: +1 base attack bonus, giant subtype, 
  size Large or larger
  Benefit: You use your Strength bonus on ranged 
  attack rolls with thrown weapons, instead of your 
  Dexterity bonus.
  
  SMELL OF BLOOD
  Your sense of smell is especially attuned to the smell 
  of blood in the air.
  Prerequisite: Giant subtype, scent
  Benefit: You can notice other creatures by scent 
  in a 180-foot radius as long as they have sustained 
  damage that has not been healed. If a creature is 
  suffering from bleed damage, the radius is 
  increased to 1 mile.
  STOMP
  You can brutally trample smaller creatures 
  underfoot.
  Prerequisite: Improved Overrun or 
  Trample, size Large or larger
  Benefit: When you knock a smaller 
  sized creature prone using an overrun 
  combat maneuver, you may make a 
  free slam attack against the creature 
  as an immediate action. 
  STUBBORN WILL
  You are always aware of creatures 
  attempting to alter your thoughts, 
  making you more likely to shrug off 
  their influence.
  Prerequisites: Giant subtype, 
  Iron Will
  Benefit: When you are the target of 
  a mind-affecting effect, you always 
  receive any described bonuses for 
  being threatened, never take any 
  penalties to your saving throw 
  for reasonable requests, and the 
  request always counts as acting 
  against your nature.
  TERRIFYING BLOW
  Your devastating attacks quickly destroy enemy 
  morale.
  Prerequisite: 
  Awesome 
  Blow, 
  Intimidating 
  Prowess
  Benefit: After performing a successful awesome 
  blow combat maneuver, you count as having the 
  frightful presence ability to all creatures within 
  30 feet, except that you may use your Strength 
  modifier in place of your Charisma modifier 
  when determining the Will save DC. The creature 
  affected by the awesome blow combat maneuver 
  is subject to your frightful presence even if the 
  awesome blow knocks him beyond the radius of 
  your frightful presence.
  
  21
  ALTERNATE 
  CLASS 
  FEATURES
  Giants (as humanoids) commonly benefit from the 
  addition of class levels used to grant them unique 
  abilities or individuality.
  ELDRITCH GARGANT:
  WIZARD
  Giants are well known for their great physical power. 
  The eldritch gargant is a wizard who pushes arcane 
  power to the limit, channeling and magnifying his 
  magic through his own body to tremendous levels.
  Creature type: Giant subtype, size Large or larger.
  Giant Spellcasting (Ex): The eldritch gargant’s 
  basic studies turn inward; infusing spells with his 
  own giant essence to manipulate magic with greater 
  ease than weaker spellcasters can manage. The 
  eldritch gargant gains the Giant Spellcasting feat 
  (see page 18) as a bonus feat even if he does not meet 
  the prerequisites. In addition, if the eldritch gargant 
  possesses any racial spell-like abilities, he may add 
  those spells to his spell book when he learns his first 
  spell of the appropriate level. This ability replaces 
  arcane bond.
  Spellmight (Su): The eldritch gargant’s magic 
  feeds back through his body during casting, gaining 
  focus. The eldritch gargant adds his Strength bonus 
  to concentration checks instead of his Intelligence 
  score. This ability replaces Scribe Scroll.
  Arcane Overcharge (Su): At 3rd level, the 
  eldritch gargant can flood his magic with a sudden 
  surge of power as a swift action when casting a 
  damaging spell. Any time a creature takes damage 
  from an overcharged spell, the eldritch gargant 
  makes a special trip combat maneuver check (with a 
  CMB of his caster level + Intelligence bonus + size 
  modifier) against all damaged creatures. This ability 
  may be used a number of times per day equal to 3 + 
  the eldritch gargant’s Intelligence bonus.
  This ability replaces one spell slot of the highest 
  spell level available to the eldritch gargant. When 
  the gargant gains access to a new spell level he 
  immediately regains the lost slot of the previous 
  spell level, and loses one slot normal granted to his 
  new highest spell level.
  Massive Magic (Su): The eldritch gargant has 
  mastered the ability to compress a truly colossal 
  amount of magical energy into his spells with great 
  efficiency. At 5th level and every 5 levels thereafter 
  (10th, 15th, and 20th) the eldritch gargant’s caster level 
  increases by 2 (to a maximum of +8 at 20th level), up 
  to a maximum value equal to his total Hit Dice. This 
  increase in caster level does not increase his access 
  to higher level spells or the number of spells in his 
  spellbook. This ability replaces the wizard bonus 
  feats gained at 5th, 10th, 15th, and 20th level.
  PRIMAL HARVESTER:
  RANGER
  The primal harvester is a serial killer that gains power 
  through the harvesting of humanoid souls. With each 
  murder she grows in strength, eventually achieving 
  a type of ascension as long as she holds tight to her 
  stolen power.
  Class 
  Skills: The 
  primal 
  harvester 
  gains 
  Knowledge (local) as a class skill and loses 
  Knowledge (dungeoneering).
  Favored Enemy (Ex): At 1st level, a primal 
  harvester gains the favored enemy ability, except 
  she may only select creatures of the humanoid type 
  and an associated subtype. At 5th level and every 
  five levels thereafter (10th, 15th, and 20th level), the 
  primal harvester may select an additional humanoid 
  subtype as a favored enemy. This ability modifies 
  the ranger’s favored enemy ability.
  Ancient Essence (Su): At 2nd level, a primal 
  harvester gains the ability to steal a portion of a 
  humanoid’s soul through an act of ritual murder. 
  When the primal harvester performs a successful 
  coup de grace maneuver on any humanoid (resulting 
  in the creature’s death), the primal harvester adds 
  a point to her ancient essence pool. The primal 
  harvester may spend a point from her ancient essence 
  pool to gain any one of the following benefits as a 
  swift action:
  +1 insight bonus to attack rolls for 1 minute. 
  For every four class levels beyond 1st (5th, 9th, 13th, 
  and 17th), the insight bonus increases by +1 (to a 
  maximum of +5 at 17th level).
  +1 insight bonus to AC for 1 minute. For every 
  four class levels beyond 1st (5th, 9th, 13th, and 17th), 
  the insight bonus increases by +1 (to a maximum of 
  +5 at 17th level).
  Gain fast healing 1 for 1 minute. For every four 
  class levels beyond 1st (5th, 9th, 13th, and 17th), the fast 
  
  healing is increased by +1 (to a maximum of +5 at 
  17th level). Multiple uses of this ability do not stack, 
  but add to the total duration of the fast healing.
  Cast any prepared 1st-level ranger spell as a swift 
  action. The primal harvester may spend an additional 
  point when this ability is activated to cast a ranger 
  spell of one level higher (to a maximum of 4th-level 
  spells for 4 ancient essence points).
  The primal harvester has a maximum ancient 
  essence pool equal to 1/2 her class level + her 
  Wisdom modifier (minimum 1). This ability replaces 
  the combat style bonus feats gained at 2nd, 5th, 10th, 
  14th, and 18th level.
  Lesser Ascension (Su): At 9th level, as long as 
  the primal harvester has at least 4 points in her 
  ancient essence pool, she does not age or suffer 
  aging penalties. The primal harvester begins aging 
  normally and suffers aging penalties if her ancient 
  essence pool ever drops below 4. This ability 
  replaces evasion.
  Greater Ascension (Su): At 16th level, as long as 
  the primal harvester has at least 7 points in her ancient 
  essence pool, her size is immediately increased 
  by one category with all associated bonuses and 
  penalties. This effect is permanent until the primal 
  harvester’s ancient essence pool drops below 7, at 
  which point she immediately reverts to her normal 
  size. This ability replaces improved evasion. 
  True Ascension (Su): At 20th level, as long as the 
  primal harvester has at least 10 points in her ancient 
  essence pool, she gains DR 10/good, spell resistance 
  equal to 11 + her class level, and regeneration 10 
  (good). These benefits persist until the primal 
  harvester’s ancient essence pool drops below 10. 
  This ability replaces master hunter.
  SORCERER BLOODLINE:
  GIANT
  Your ancestral heritage includes one or more giants. 
  Your magic exemplifies their great strength and 
  forgotten magic.
  Class Skill: Knowledge (history)
  Bonus Spells: enlarge person (3rd), communal 
  ant haul (5th), rage (7th), mass enlarge person (9th), 
  interposing hand (11th), mass bull’s strength (13th), 
  giant form I (15th), giant form II (17th), crushing 
  hand (19th)
  Bonus Feats: Enlarge Spell, Giant Spellcasting*, 
  Intimidating Prowess, Iron Will, Power Attack, Skill 
  Focus (Intimidate), Toughness, Widen Spell
  Bloodline Arcana: You count as having the giant 
  subtype for the purpose of feats, spells, or other 
  abilities. In addition, whenever you cast a spell that 
  deals hit point damage to one or more creatures, you 
  gain a bonus to CMB and CMD equal to the spell’s 
  level for one round.
  Bloodline Powers: Your giant blood awakens 
  changes in you, both mystical and physical, as you 
  develop your powers.
  Giant Strike (Su) Starting at 1st level, you can call 
  upon your heritage to harden your body to strike 
  mighty blows. You gain a slam attack that deals 
  normal damage for a creature your size (1d4 for 
  Medium creatures) as a swift action for 1 round. 
  This attack is a primary natural attack. At 7th level, 
  and again at 11th level, the damage for this attack 
  increases by one step as if you’d gained a size 
  category. You may use this ability a number of times 
  per day equal to 3 + your Charisma modifier. These 
  rounds do not need to be consecutive.
  Giant Senses (Ex) At 3rd level, choose low-
  light vision, darkvision 60 feet, or scent. You 
  permanently gain the chosen ability. At 8th level, 
  and again at 13th, choose another ability you do 
  not already have from the same list. If you possess 
  low-light vision, darkvision, and scent when you 
  reach one of these levels, extend the range of your 
  darkvision by 30 feet.
  Strength of Titans (Ex) At 9th level, you gain a 
  +2 inherent bonus to your Strength. This bonus 
  increases to +4 at 13th level, and to +6 at 17th level.
  Greater Grasp (Ex) At 15th level, you become 
  abnormally large for your race, though you do 
  not increase in size. Your longer limbs give you a 
  permanent 5-foot increase to your reach. At 20th 
  level, this increase is added after your reach is 
  adjusted for your new size.
  True Stature (Su) At 20th level, your giant 
  ancestry become fully vested. You increase one 
  size category, gaining an additional +2 bonus to 
  your Strength and Constitution. Your natural armor 
  increases by 4. You gain bonuses or penalties to 
  AC, attacks, CMD, and skill checks as normal for 
  a creature of your new size. This is a permanent 
  change and cannot be dispelled. Your new size 
  becomes your natural size for effects that would 
  change you back to your normal form. In addition, 
  you can stomp or slap the ground once per day as 
  a standard action, creating an effect identical to an 
  earthquake spell using your sorcerer caster level.
  
  23
  CREDITS
  Authors: The Four Horsemen:  
  Steven T. Helt, Stephen Rowe, and Dan Dillon
  Cover Illustration: Jacob E. Blackmon
  Interior Illustrations: Jacob E. Blackmon, 
  and Storn Cook care of LPJ Stockkart
  Editor: Jeremy Miller
  Developer: Owen K.C. Stephens
  Publisher: Owen K.C. Stephens
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
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  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
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  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
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  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
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  24
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  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  The Genius Guide to Gruesome Giants. ©2014, Rogue Genius Games. 
  Authors: The Four Horsement: Steven T. Helt, Stephen Rowe, Dan Dillon.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Races/The Genius Guide to Gruesome Giants.pdf