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The following races are available only for NPCs without special permission. The player races can be found here.

Note: Abilities marked with a type of (In) are "Inherent" abilities, to be distinguished from Exceptional, Spell-like, and Supernatural abilities. When dealing with things such as polymorph, (In) abilities are gained automatically, even if (Ex) abilities aren't.



Aasimar (Aasimars) - Races of Destiny page 92
Graceful, regal, and noble champions of good.
Location: No lands of their own, typically going where good is needed.

+2 CHA

Medium Size

Outsider (Native): Outsiders have darkvision 60'

30' Base Speed

Keen Senses(Ex): Aasimars gain a +2 racial bonus on Listen checks and Spot checks

Automatic Languages: Trade, Aasim Celestial

Bonus Languages: Draconic, Dwarven, Elven, Giant, Illumian, Musgilian, Widder

Favored Class: Paladin


Adulthood Easy Class Normal Class Hard Class
15 +1d6 +1d8 +2d8
Middle Age Old Venerable Max Age
45 68 90 +3d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10 120lb. x(2d4)lb.
female 4'5" +2d10 85lb. x(2d4)lb.

Aasimar Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+2

+2 WIS, daylight, resistance to acid 5, cold 5 and electricity 5

Class Skills (8 + Int modifier): Diplomacy, Heal, Knowledge (the planes), Knowledge (religion), Listen, Ride, Spot

Weapon and Armor Proficiency: Aasimars are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).

Daylight(Sp): An aasimar can use daylight once per day, as the spell (caster level equal to racial class level).

Resistance to Acid 5, Cold 5, and Electricity 5(Ex)



Aboleth (Aboleths) - Monster Manual page 8
Strange fish-like abominations and ancient primal masters.
Location: Deep water cities.

-2 DEX, +2 INT, +2 CHA

Medium Size

Aberration (Aquatic): Aberrations have darkvision 60'; Aquatic creatures can breath water but not air, unless they also have the amphibious ability

10' Base Speed

40' Base Swim Speed: Aboleths receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.

Natural Weapons: 4 tentacles(1d3)

Automatic Languages: Underworld Trade, Boletian

Bonus Languages: Any

Favored Class: Wizard


Adulthood Easy Class Normal Class Hard Class
10 +0 +0 +1d4
Middle Age Old Venerable Max Age
175 263 350 +4d100
Gender Base Height Height Modifier Base Weight Weight Modifier
neutral 5'4" +2d12 200lb. x(2d6)lb.

Aboleth Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

+1 STR, +1 CON, growth, slime, tough hide +1

2nd

+1

+0

+0

+3

+2 STR, +2 CON, growth, tough hide +2

3rd

+2

+1

+1

+3

+3 STR, +3 CON, growth, hypnotic pattern (2/day)

4th

+3

+1

+1

+4

+4 STR, +4 CON, growth, tough hide +3

5th

+3

+1

+1

+4

+5 STR, +1 CHA, enslave (animal), fast (50'), growth

6th

+4

+2

+2

+5

+6 STR, growth, hypnotic pattern (at will), large

7th

+5

+2

+2

+5

+7 STR, +5 CON, growth, illusory wall (2/day), tough hide +4

8th

+6

+2

+2

+6

+8 STR, +6 CON, growth, tough hide +5

9th

+6

+3

+3

+6

+9 STR, +1 INT, enslave (person), growth, mirage arcana (2/day), persistent image (2/day)

10th

+7

+3

+3

+7

+10 STR, +1 WIS, growth, illusory wall (at will), tough hide +6

11th

+8

+3

+3

+7

+11 STR, +1 CHA, fast (60'), growth, programmed image (2/day), veil (2/day)

12th

+9

+4

+4

+8

+2 INT, growth, huge, mirage arcana (at will), persistent image (at will)

13th

+9

+4

+4

+8

+12 STR, +7 CON, growth, project image (2/day), tough hide +7

14th

+10

+4

+4

+9

+13 STR, +2 CHA, growth, mucus cloud

15th

+11

+5

+5

+9

+2 WIS, +3 CHA, growth, programmed image (at will), veil (at will)

16th

+12

+5

+5

+10

+14 STR, +3 WIS, growth, project image (at will)

17th

+12

+5

+5

+10

+8 CON, +4 WIS, enslave (monster), growth

Class Skills (2 + Int modifier): Concentration, Knowledge (any), Listen, Spot, Swim

Weapon and Armor Proficiency: Aboleths gain no proficiency with any weapons or armor.

Enslave(Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a Will save (DC 10 + ½ aboleth's racial class level + Charisma modifier) or obey the aboleth's telepathic commands until freed by remove curse or by making a follow-up will save which may be attempted every 24 hours. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. Initially, this power only works like the dominate animal. As the aboleth gains aboleth racial levels, this power increases to affect creatures like dominate person and dominate monster. The effective caster level is equal to the aboleth's racial level.

Fast(In): An aboleth gains a faster base swim speed as it increases in aboleth racial levels.

Growth(In): For every aboleth racial level an aboleth has, it gains 2 inches in length and 4d20 pounds in weight.

Huge(In): An aboleth is a huge creature with a natural 15 foot base and 10 foot reach. A huge aboleth's tentacle attack does 1d6 damage.

Hypnotic Pattern(Sp): An aboleth can use hypnotic pattern, as the spell (caster level equal to racial class level, saves modified by Charisma).

Illusory Wall(Sp): An aboleth can use illusory wall, as the spell (caster level equal to racial class level, saves modified by Charisma).

Large(In): An aboleth is a large creature with a natural 10 foot base and 5 foot reach. A large aboleth's tentacle attack does 1d4 damage.

Mirage Arcana(Sp): An aboleth can use mirage arcana, as the spell (caster level equal to racial class level, saves modified by Charisma).

Mucus Cloud(Ex): Any creature coming within 1 foot of an aboleth underwater must make a Fort save (DC 10 + ½ aboleth's racial class level + Con modifier) or lose the ability to breathe air for the next 3 hours. Engaging with the aboleth in melee combat at 5' reach or closer, or moving through the aboleth's square, counts as coming within range of the mucus cloud.

Persistent Image(Sp): An aboleth can use persistent image, as the spell (caster level equal to racial class level, saves modified by Charisma).

Programmed Image(Sp): An aboleth can use programmed image, as the spell (caster level equal to racial class level, saves modified by Charisma).

Project Image(Sp): An aboleth can use project image, as the spell (caster level equal to racial class level, saves modified by Charisma).

Slime(Ex): A creature hit by an aboleth's tentacle must succeed on a Fort save (DC 10 + ½ aboleth's racial class level + Con modifier) or transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. After transformation is complete, the creature's natural armor is reduced by 1 (to a minimum of 0) and it must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. During transformation, a remove disease spell will cure the affliction, but afterwards only a heal spell will cure it.

Tough Hide(In): An aboleth gains a natural armor bonus as it increases in aboleth racial levels.

Veil(Sp): An aboleth can use veil, as the spell (caster level equal to racial class level, saves modified by Charisma).



Beholder (Beholders) - Monster Manual page 26
Hateful aberrations with many magical eyes.
Location: Hives bored through solid rock under ground.

-2 STR, +2 INT

Medium Size

Aberration: Aberrations have darkvision 60'

5' Base Speed

20' Base Fly Speed

Natural Weapons: bite(1d6)

All Around Vision(Ex): Beholders gain a +4 racial bonus on Spot checks and Search checks. They also can't be flanked.

Eye Rays(Su): Each of a beholder's small eyes can produce a magical ray once per round as a free action. In a single round, only 1 eye can be aimed at a target in a single 90-degree arc (up, forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs, or not at all. Each eye's effect resembles a spell (caster level of 1, or equal to beholder racial class level, whichever is higher, saves modified by Charisma), but follows the rules for a ray. The range of the eyes is equal to 10 feet per beholder racial level (minimum of 5 feet). The number of eyes that can be aimed at a target improves as the beholder increases in beholder racial levels.

Flight(Ex): Beholders gain a flight speed of 20 and also have a permanent feather fall effect, as the spell with personal range.

Eye of Opening(Sp): A beholder has an eye stalk that uses open/close.

Automatic Languages: Underworld Trade, Hivish

Bonus Languages: Any

Favored Class: Wizard


Adulthood Easy Class Normal Class Hard Class
34 +1d6 +2d6 +3d6
Middle Age Old Venerable Max Age
175 263 350 +4d100
Gender Base Height Height Modifier Base Weight Weight Modifier
neutral 3'4" +2d8 85lb. x(2d4)lb.

Beholder Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

+1 INT, alertness, eyes (1 1st level), growth, stunning gaze, tough hide +2

2nd

+1

+0

+0

+3

+1 DEX, +1 CON, eyes (2 1st level), growth, tough hide +3

3rd

+2

+1

+1

+3

+2 CON, +1 CHA, eyes (3 1st level), 2 eyes per arc, growth, tough hide +4

4th

+3

+1

+1

+4

+2 DEX, +3 CON, eyes (1 2nd level), growth, tough hide +5

5th

+3

+1

+1

+4

+3 DEX, +4 CON, eyes (2 2nd level), growth, tough hide +6

6th

+4

+2

+2

+5

+5 CON, +2 CHA, eyes (1 3rd level), growth, large, tough hide +7

7th

+5

+2

+2

+5

+4 DEX, +6 CON,eyes (2 3rd level), growth, tough hide +8

8th

+6

+2

+2

+6

+1 WIS, eyes (1 4th level), 3 eyes per arc, growth, tough hide +9

9th

+6

+3

+3

+6

+2 INT, antimagic cone, growth, tough hide +10

10th

+7

+3

+3

+7

+1 STR, +3 CHA, eyes (2 4th level), growth, tough hide +11

11th

+8

+3

+3

+7

+2 STR, +3 INT, eyes (1 5th level), growth, tough hide +12

12th

+9

+4

+4

+8

+7 CON, +2 WIS, eyes (2 5th level), growth, tough hide +13

13th

+9

+4

+4

+8

+8 CON, +4 CHA, eyes (1 6th level), growth, tough hide +14

14th

+10

+4

+4

+9

+4 INT, +3 WIS, eyes (2 6th level), growth, tough hide +15

15th

+11

+5

+5

+9

+3 STR, +5 INT, eyes (1 7th level), growth, tough hide +16

16th

+12

+5

+5

+10

+9 CON, +6 INT, eyes (2 7th level), growth, tough hide +17

17th

+12

+5

+5

+10

+5 DEX, eyes (1 8th level), 4 eyes per arc, growth, tough hide +18

18th

+13

+6

+6

+11

+6 DEX, +5 CHA, eyes (2 8th level), growth, tough hide +19

19th

+14

+6

+6

+11

+7 INT, +6 CHA, eyes (1 9th level) , growth, tough hide +20

20th

+15

+6

+6

+12

+4 STR, +8 INT, eyes (2 9th level), growth, tough hide +21

Class Skills (2 + Int modifier): Hide, Knowledge (arcana), Listen, Search, Spot, Survival

Weapon and Armor Proficiency: Beholders gain no proficiency with any weapons or armor.

Alertness(Ex): Beholders gain Alertness as a bonus feat.

Antimagic Cone(Su): A beholder's central eye continuously produces a cone (10 feet in length per beholder racial class level) of antimagic. This functions like antimagic field (caster level equal to racial class level). All magical and supernatural powers and effects within the cone are suppressed. As a free action, a beholder can choose to activate or deactivate the antimagic cone (by opening or closing the eye). Antimagic cone replaces the stunning gaze ability.

Eyes, Level 1: A beholder grows one eye at a time. Choose from the following eyes for level 1 eyes.
Eye of Colors(Sp): A beholder has an eye stalk that uses color spray, except that it only targets one creature.
Eye of Enfeebling(Sp): A beholder has an eye stalk that uses ray of enfeeblement.
Eye of Reducing(Sp): A beholder has an eye stalk that uses reduce person, except that it only targets one creature.
Eye of Sleeping(Sp): A beholder has an eye stalk that uses sleep, except that it only targets one creature of any hit dice.

Eyes, Level 2: A beholder grows one eye at a time. Choose from the following eyes for level 2 eyes.
Eye of Acid(Sp): A beholder has an eye stalk that uses melf's acid arrow, except that it only targets one creature.
Eye of Blinding(Sp): A beholder has an eye stalk that uses blindness/deafness, except that it only can only cause blindness.
Eye of Scorching(Sp): A beholder has an eye stalk that uses scorching ray, but only creates one ray.
Eye of Wounding(Sp): A beholder has an eye stalk that uses inflict moderate wounds.

Eyes, Level 3: A beholder grows one eye at a time. Choose from the following eyes for level 3 eyes.
Eye of Dispelling(Sp): A beholder has an eye stalk that uses dispel magic, except that it can only be used for the targeted dispel effect.
Eye of Exhausting(Sp): A beholder has an eye stalk that uses ray of exhaustion.
Eye of Paralyzing(Sp): A beholder has an eye stalk that forces its target to make a Fort save or be paralyzed for 2d10 minutes.
Eye of Slowing(Sp): A beholder has an eye stalk that uses slow, except that it only targets one creature.

Eyes, Level 4: A beholder grows one eye at a time. Choose from the following eyes for level 4 eyes.
Eye of Charming(Sp): A beholder has an eye stalk that uses charm monster.
Eye of Confusing(Sp): A beholder has an eye stalk that uses confusion, except that it only targets one creature.
Eye of Cursing(Sp): A beholder has an eye stalk that uses bestow curse.
Eye of Scaring(Sp): A beholder has an eye stalk that uses fear, except that it only targets one creature.

Eyes, Level 5: A beholder grows one eye at a time. Choose from the following eyes for level 5 eyes.
Eye of Freeing(Sp): A beholder has an eye stalk that uses break enchantment, except that it only targets one creature.
Eye of Moving(Sp): A beholder has an eye stalk that uses telekinesis.
Eye of Polymorphing(Sp): A beholder has an eye stalk that uses baleful polymorph, except that it only targets one creature.
Eye of Stupefying(Sp): A beholder has an eye stalk that uses feeblemind.

Eyes, Level 6: A beholder grows one eye at a time. Choose from the following eyes for level 6 eyes.
Eye of Disintegrating(Sp): A beholder has an eye stalk that uses disintegrate.
Eye of Eyebiting(Sp): A beholder has an eye stalk that uses eyebite, except that it only targets one creature.
Eye of Petrifying(Sp): A beholder has an eye stalk that uses flesh to stone.
Eye of Seeing(Sp): A beholder has an eye stalk that is continually affected by true seeing. Unlike other eyes, this one is a benefit to the beholder, rather than a ray power.

Eyes, Level 7: A beholder grows one eye at a time. Choose from the following eyes for level 7 eyes.
Eye of Banishing(Sp): A beholder has an eye stalk that uses banishment, except that it only targets one creature.
Eye of Evil(Sp): A beholder has an eye stalk that uses blasphemy, except that it only targets one creature. This eye is only usable by beholders of evil or neutral alignment.
Eye of Good(Sp): A beholder has an eye stalk that uses holy word, except that it only targets one creature. This eye is only usable by beholders of good or neutral alignment.
Eye of Slaying(Sp): A beholder has an eye stalk that uses finger of death.
Eye of Sunbeam(Sp): A beholder has an eye stalk that uses sunbeam, except that it only gets one ray, which is used and can not be saved for a later round.

Eyes, Level 8: A beholder grows one eye at a time. Choose from the following eyes for level 8 eyes.
Eye of Entrapping(Sp): A beholder has an eye stalk that uses maze.
Eye of Freezing(Sp): A beholder has an eye stalk that uses polar ray.
Eye of Suspending(Sp): A beholder has an eye stalk that uses temporal stasis.
Eye of Wilting(Sp): A beholder has an eye stalk that uses horrid wilting, except that it only targets one creature.

Eyes, Level 9: A beholder grows one eye at a time. Choose from the following eyes for level 9 eyes.
Eye of Disjuncting(Sp): A beholder has an eye stalk that uses mordenkainen's disjunction, except that it only targets one creature (and all belongings and effects on that creature).
Eye of Draining(Sp): A beholder has an eye stalk that uses energy drain.
Eye of Imploding(Sp): A beholder has an eye stalk that uses implosion, except that it only targets one creature and lasts only one round.
Eye of Imprisoning(Sp): A beholder has an eye stalk that uses imprisonment.

Growth(In): For every beholder racial level a beholder has, it gains 2 inches in diameter and 4d4 pounds in weight.

Large(In): A beholder is a large creature with a natural 10 foot base and 5 foot reach. A large beholder's bite attack does 2d4 damage.

Stunning Gaze(Su): A beholder may focus its central eye on a single creature within 30 feet. That creature must make a Will save (DC 10 + ½ beholder's racial class level + Charisma modifier) or be stunned for 1 round.

Tough Hide(In): A beholder gains a natural armor bonus as it increases in beholder racial levels.



Centaur (Centaurs) - Races of the Wild page 95
Noble equine champions of nature.
Location: Warm and temperate forest and plains, without permanent structures.

+2 STR, -2 INT

Medium Size

Monstrous Humanoid (Quadruped): Monstrous humanoids have darkvision 60'; Quadrupeds walk on 4 legs, gaining +4 to defend against bull rush and trip attempts

30' Base Speed

Natural Weapons: 2 hooves(1d4)

Automatic Languages: Trade, Centaurian

Bonus Languages: Green Draconic, Elven, Haflish, Sylvan

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class
30 +2d6 +4d6 +6d6
Middle Age Old Venerable Max Age
75 112 150 +3d100
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'5" +2d6 1680lb. x(4d6)lb.
female 5'2" +2d6 1510lb. x(4d6)lb.

Centaur Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+2

+1 STR, +1 DEX, fast (40'), growth

2nd

+2

+3

+0

+3

+2 STR, +1 CON, growth, tough hide +1

3rd

+3

+3

+1

+3

+3 STR, +2 DEX, +1 WIS, growth

4th

+4

+4

+1

+4

+4 STR, +2 CON, fast (50'), growth, tough hide +2

5th

+5

+4

+1

+4

+5 STR, +3 DEX, +2 WIS, growth

6th

+6

+5

+2

+5

+3 CON, growth, large, tough hide +3

7th

+7

+5

+2

+5

+6 STR, +4 DEX, +4 CON, growth

Class Skills (2 + Int modifier): Listen, Move Silently, Spot, Survival

Weapon and Armor Proficiency: Centaurs are proficient with all simple weapons, longswords, and longbows.

Fast(In): A centaur gains a faster base land speed as he increases in centaur racial levels.

Growth(In): For every centaur racial level a centaur has, it gains 2 inches in height and 4d20 pounds in weight.

Large(In): A centaur is a large creature with a natural 10 foot base and 5 foot reach.

Tough Hide(In): A centaur gains a natural armor bonus as he increases in centaur racial levels.



Doppelganger (Doppelgangers) - Races of Destiny page 93
Enigmatic but power-hungry race of shape-changers.
Location: No lands of their own, instead working to take others' lands.

+2 WIS

Medium Size

Monstrous Humanoid (Shapechanger): Monstrous humanoids have darkvision 60'

30' Base Speed

Change Shape(Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in this form until it chooses to assume a new one or revert back. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or equivalent reveals its natural form. Initially, this can be used once per week, but this becomes more frequent as the doppelganger gains more doppelganger racial levels.

Deceptive(Ex): Doppelgangers gain a +2 racial bonus to Bluff checks and Disguise checks. While using its change shape ability, it gets an +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff checks and Disguise checks.

Automatic Languages: Trade, Doppelian

Bonus Languages: Any Humanoid

Favored Class: Rogue


Adulthood Easy Class Normal Class Hard Class
15 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
neutral 4'8" +2d10 100lb. x(2d4)lb.

Doppelganger Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

+2 CON, magic resistant

2nd

+2

+0

+3

+3

+1 CHA, change shape (1/day), detect thoughts, tough hide +1

3rd

+3

+1

+3

+3

+2 INT, change shape (2/day)

4th

+4

+1

+4

+4

+2 WIS, change shape (3/day)

5th

+5

+1

+4

+4

+2 CHA, change shape (unlimited), tough hide +2

6th

+6

+2

+5

+5

+1 STR, +1 DEX, tough hide +3

7th

+7

+2

+5

+5

+2 STR, +2 DEX, tough hide +4

Class Skills (2 + Int modifier): Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, Spot

Weapon and Armor Proficiency: Doppelgangers are proficient with all simple weapons.

Detect Thoughts(Su): A doppelganger uses detect thoughts as the spell (caster level equal to effective character level; Will DC 12 + Charisma modifier negates). It can suppress or resume this ability as a free action.

Magic Resistant(Ex): Doppelgangers are immune to magic sleep and charm effects.

Tough Hide(In): A doppelganger gains a natural armor bonus as he increases in doppelganger racial levels.



Dragon, Amethyst - Monster Manual II page 79
Wise and regal neutral dragons.
Location: Deep caverns.

Dragon, Black - Monster Manual page 70
Evil-tempered, cunning, and malevolent evil dragons.
Location: Swampy caves.

Dragon, Blue - Monster Manual page 73
Vain and territorial evil dragons.
Location: Underground desert caverns.

Dragon, Brass - Monster Manual page 79
Friendly and overly talkative good dragons.
Location: Hot deserts.

Dragon, Bronze - Monster Manual page 80
Inquisitive and military-minded good dragons.
Location: Caves in coastal hills.

Dragon, Copper - Monster Manual page 83
Cunning good dragons that like to pull pranks, make jokes, and ask riddles.
Location: Complex caves in warm hills.

Dragon, Crystal - Monster Manual II page 81
Extremely friendly neutral dragons that are enthusiastic conversationalists.
Location: Ice castles on frozen mountain peaks.

Dragon, Emerald - Monster Manual II page 83
Paranoid neutral dragons with keen interest in history and customs.
Location: Expired volcano cones.

Dragon, Gold - Monster Manual page 84
Graceful, just, and wise good dragons.
Location: Castles on warm plains.

Dragon, Green - Monster Manual page 74
Belligerent and calculating evil dragons.
Location: Caves in old forests.

Dragon, Sapphire - Monster Manual II page 84
Antisocial neutral dragons and master tacticians.
Location: Deep caverns.

Dragon, Silver - Monster Manual page 87
Cheerful, regal, and outgoing good dragons.
Location: Caverns in solid clouds.

Dragon, Red - Monster Manual page 75
Covetous, conceited, and vain evil dragons.
Location: Warm mountain caves or volcanic regions.

Dragon, Topaz - Monster Manual II page 86
Unfriendly and selfish neutral dragons with erratic behaviors.
Location: Submerged caves.

Dragon, White - Monster Manual page 78
Animalistic and impatient evil dragons.
Location: Dark icy caves in arctic areas.



Ettin (Ettins) - Monster Manual page 107
Two-headed predatory giants.
Location: Crude fortified villages in cold hills.

+2 STR, -2 DEX, +2 CON, -4 INT

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Ambidextrous(Ex): Ettins do not have an off hand and therefore do not receive the normal -5 to attack with an off-hand weapon.

Ettin Speak(Ex): In addition to knowing the same language as an ettin, another creature must have two or more heads to fully understand anything an ettin says. A creature that shares a language with an ettin but only has one head, must make a DC 15 Intelligence check to communicate with an ettin.

Two Heads(Ex): Ettins gain a +2 racial bonus on Listen checks, Search checks, and Spot checks.

Automatic Languages: Trade, Et Giant

Bonus Languages: Dirmu, White Draconic, Goblin, Haflish

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class
12 +1d6 +2d6 +4d6
Middle Age Old Venerable Max Age
30 45 60 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'4" +2d10 150lb. x(3d6)lb.
female 4'11" +2d10 115lb. x(3d6)lb.

Ettin Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, growth, tough hide +2, two-weapon fighting

3rd

+2

+3

+1

+1

+3 STR, growth, tough hide +3

4th

+3

+4

+1

+1

+5 STR, growth, tough hide +4

5th

+3

+4

+1

+1

+6 STR, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+7 STR, growth, large, tough hide +6

7th

+5

+5

+2

+2

+8 STR, growth, superior two-weapon fighting, tough hide +7

Class Skills (2 + Int modifier): Listen, Search, Spot

Weapon and Armor Proficiency: Ettins are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): An ettin gains a faster base land speed as he increases in ettin racial levels.

Growth(In): For every ettin racial level an ettin has, it gains 3d8 inches in height and 8d8 pounds per inch in weight.

Large(In): An ettin is a large creature with a natural 10 foot base and 10 foot reach.

Superior Two-Weapon Fighting(Ex): Ettins do not take a penalty on attack or damage rolls for attacking with two weapons, even if the "off-hand" weapon isn't light.

Thick Skin(In): An ettin gains damage reduction 5/slashing.

Tough Hide(In): An ettin gains a natural armor bonus as he increases in ettin racial levels.

Two-Weapon Fighting(Ex): Ettins gain Two-Weapon Fighting as a bonus feat.


Firbolg(Firbolgs) -Monster Manual II page 101

Reclusive and civilized giants.

Location: Fortified forest or hillside settlements.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Rock Throwing(Ex): Firbolgs have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the firbolg gains firbolg racial class levels.

Automatic Languages: Trade, Fir Giant

Bonus Languages: Blue Draconic, Elven, Miric, Troglish

Favored Class: Druid


Adulthood Easy Class Normal Class Hard Class

25 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

75 113 150 +1d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(2d6)lb.

female 4'11" +2d10" 115lb. x(2d6)lb.


Firbolg Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, detect magic, growth, know direction, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +3 CON, alter self, growth

4th

+3

+4

+1

+1

+3 STR, fast healing 1, growth, tough hide +3

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +4

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large

7th

+5

+5

+2

+2

+6 STR, +2 CHA, feeblemind, growth, tough hide +5

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, tough hide +6

9th

+6

+6

+3

+3

+8 STR, +2 DEX, +5 CON, growth

10th

+7

+7

+3

+3

+9 STR, +1 INT, fast healing 2, growth, tough hide +7

11th

+8

+7

+3

+3

+10 STR, +2 WIS, growth, tough hide +8, trample

12th

+9

+8

+4

+4

+11 STR, +5 CON, growth, rock catching

13th

+9

+8

+4

+4

+12 STR, +3 DEX, growth, tough hide +9

14th

+10

+9

+4

+4

+13 STR, +6 CON, growth, tough hide +10

15th

+11

+9

+5

+5

+14 STR, +7 CON, +2 INT, growth

16th

+12

+10

+5

+5

+15 STR, +8 CON, growth, tough hide +11

17th

+12

+10

+5

+5

+16 STR, +9 CON, growth, tough hide +12

18th

+13

+11

+6

+6

+17 STR, +3 CHA, fast healing 3, growth

Class Skills (2 + Int modifier): Knowledge (nature), Move Silently, Spot, Survival


Weapon and Armor Proficiency: Firbolgs are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Alter Self(Sp): A firbolg can use alter selfonce per day, as the spell (caster level equal to racial class level).

Detect Magic(Sp): A firbolg can use detect magiconce per day, as the spell (caster level equal to racial class level).

Fast(In): A firbolg gains a faster base land speed as he increases in firbolg racial levels.

Fast Healing(Ex) Firbolgs regain lost hit points at the rate of 1 per round, as long as those hit points have not been lost due to starvation, thirst, or suffocation. The rate of healing improves as the firbolg increases in firbolg racial class levels.

Feeblemind(Sp): A firbolg can use feeblemindonce per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Growth(In): For every firbolg racial level a firbolg has, it gains 1d4 inches in height and 2d6 pounds per inch in weight.

Know Direction(Sp): A firbolg can use know directiononce per day, as the spell (caster level equal to racial class level).

Large(In): A firbolg is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage.

Oversized Weapon(Ex): Firbolgs can use weapons one size category larger than normal without penalty.

Rock Catching(Ex): Once per round, a firbolg that would normally be hit by a rock (or projectile of similar shape) up to one size category larger than it would normally be able to throw can make a Reflex save to catch it as an immediate action. The DC is 5 for each size category of the projectile above Fine (ex. 15 for small). If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The firbolg must be ready for and aware of the attack in order to make a rock catching attempt.

Thick Skin(In): A firbolg gains damage reduction 5/slashing.

Tough Hide(In): A firbolg gains a natural armor bonus as he increases in firbolg racial levels.

Trample(Ex): As a full-round action, a firbolg can move up to twice its speed and trample opponents at least one size category smaller than itself. This attack deals bludgeoning damage equal to 2d8 plus 1½ times the firbolg's Strength modifier. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + ½ firbolg's racial class level + Strength modifier) for half damage.


Giant, Cloud - MonsterManual page 120

Vain, creative, and noble giants of the skys.

Location: Keeps on high mountains or solid cloud.

+2 STR, -2 DEX

Medium Size

Giant (Air): Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d3)

Rock Throwing(Ex): Cloud giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the cloud giant gains cloud giant racial class levels.

Automatic Languages: Trade, Aerion Giant

Bonus Languages: Auran, Silver Draconic, Giant, Tik-Anese

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

60 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

175 263 350 +5d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Cloud Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +3 CON, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +4 CON, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +5 CON, growth, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +6 CON, growth, tough hide +8

9th

+6

+6

+3

+3

+8 STR, +2 DEX, growth, tough hide +9

10th

+7

+7

+3

+3

+9 STR, +7 CON, growth, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +3 DEX, fast (50'), growth

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge

13th

+9

+8

+4

+4

+12 STR, +8 CON, growth, tough hide +11

14th

+10

+9

+4

+4

+13 STR, +4 DEX, growth, tough hide +12

15th

+11

+9

+5

+5

+14 STR, +2 WIS, growth, levitate 1/day, obscuring mist 1/day

16th

+12

+10

+5

+5

+15 STR, +1 INT, growth, scent

17th

+12

+10

+5

+5

+16 STR, +3 WIS, growth, levitate 2/day, obscuring mist 2/day

18th

+13

+11

+6

+6

+17 STR, +2 INT, fog cloud, growth

19th

+14

+11

+6

+6

+18 STR, +4 WIS, growth, levitate 3/day, obscuring mist 3/day

20th

+15

+12

+6

+6

+19 STR, +10 CON, growth

Class Skills (2 + Int modifier): Climb, Craft (any), Diplomacy, Intimidate, Listen, Perform (any), Sense Motive, Spot


Weapon and Armor Proficiency: Cloud giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A cloud giant gains a faster base land speed as he increases in cloud giant racial levels.

Fog Cloud(Sp): A cloud giant can use fog cloudonce per day, as the spell (caster level equal to racial class level).

Growth(In): For every cloud giant racial level a cloud giant has, it gains 2d6 inches in height and 6d6 pounds per inch in weight.

Huge(In): A cloud giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage. A huge cloud giant's slam attack does 1d6 damage.

Large(In): A cloud giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large cloud giant's slam attack does 1d4 damage.

Levitate(Sp): A cloud giant can use levitate, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the cloud giant increases in cloud giant racial levels.

Obscuring Mist(Sp): A cloud giant can use obscuring mist, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the cloud giant increases in cloud giant racial levels.

Oversized Weapon(Ex): Cloud giants can use weapons one size category larger than normal without penalty.

Scent(Ex): A cloud giant has the scent ability as described on page 314 of the Monster Manual.

Thick Skin(In): A cloud giant gains damage reduction 5/slashing.

Tough Hide(In): A cloud giant gains a natural armor bonus as he increases in cloud giant racial levels.


Giant, Death -Monster Manual III page 54

Dangerous and ruinous giants that sold their souls for dark powers.

Location: Wasteland ruins.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d4)

Rock Throwing(Ex): Death giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the death giant gains death giant racial class levels.

Automatic Languages: Trade, Mortentia Giant

Bonus Languages: Abyssal, Draconic, Goblin, Infernal

Favored Class: Cleric


Adulthood Easy Class Normal Class Hard Class

37 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

110 165 220 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Death Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, darkvision 60', growth, improved unarmed strike, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +3 CON, growth, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +1 CHA, growth, tough hide +3, unholy blight (1/day)

4th

+3

+4

+1

+1

+3 STR, +1 INT, growth, steal soul, tough hide +4, turning vulnerability

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, +2 CHA, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, greater dispel magic (1/day), growth, guardian souls, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, tough hide +8, unholy blight (3/day)

9th

+6

+6

+3

+3

+8 STR, +3 CHA, flame strike, growth, tough hide +9

10th

+7

+7

+3

+3

+9 STR, energy drain immunity, growth, inflict critical wounds, soul healing, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +1 DEX, fast (50'), greater dispel magic (3/day), growth

12th

+9

+8

+4

+4

+11 STR, +4 CHA, growth, huge, rock catching, sold soul

13th

+9

+8

+4

+4

+12 STR, +2 INT, fear immunity, frightful keening, growth, tough hide +11

14th

+10

+9

+4

+4

+13 STR, +5 CON, growth, tough hide +12

15th

+11

+9

+5

+5

+2 WIS, +6 CHA, growth

16th

+12

+10

+5

+5

+14 STR, +6 CON, growth, tough hide +13

17th

+12

+10

+5

+5

+3 WIS, +8 CHA, growth

18th

+13

+11

+6

+6

+15 STR, +7 CON, growth, tough hide +14

19th

+14

+11

+6

+6

+4 WIS, +10 CHA, growth

20th

+15

+12

+6

+6

+16 STR, +9 CON, growth

Class Skills (2 + Int modifier): Concentration, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (religion), Listen, Spellcraft, Spot, Survival


Weapon and Armor Proficiency: Death giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Darkvision 90'(In)

Energy Drain Immunity(Su): Death giant's are immune to the effects of the energy drain ability or any effect that would cause negative levels or ability damage due to negative energy.

Fast(In): A death giant gains a faster base land speed as he increases in death giant racial levels.

Fear Immunity(Su): Death giant's are immune to fear effects.

Flame Strike(Sp): A death giant can use flame strikeonce per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Frightful Keening(Su): As a standard action, a death giant can cause the swirling mass of souls that encircle it to wail. Living creatures within 5' for every death giant racial level the giant has must make a Will save (DC 10 + ½ death giant's racial class level + Charisma modifier). Success leaves the creature shaken, while failure causes the creature to be panicked. This status lasts as long as the victim can hear the keening, and if the save was a failure, the victim remains shaken for 24 hours afterward. The keening continues until the death giant takes a standard action to quiet the souls. This is a sonic, mind-affecting, fear ability.

Greater Dispel Magic(Sp): A death giant can use greater dispel magic, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the death giant increases in death giant racial levels.

Growth(In): For every death giant racial level a death giant has, it gains 2d4 inches in height and 3d6 pounds per inch in weight.

Guardian Souls(Su): The swirling mass of souls that encircle a death giant grant a bonus on initiatives, saves, Listen checks, and Spot checks equal to the death giant's Charisma modifier.

Huge(In): A death giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage. A huge death giant's slam attack does 1d8 damage.

Improved Unarmed Strike(Ex): Death giants gain Improved Unarmed Strike as a bonus feat.

Inflict Critical Wounds(Sp): A death giant can use inflict critical woundsthree times per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Large(In): A death giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large death giant's slam attack does 1d6 damage.

Rock Catching(Ex): Once per round, a death giant that would normally be hit by a rock (or projectile of similar shape) up to one size category larger than it would normally be able to throw can make a Reflex save to catch it as an immediate action. The DC is 5 for each size category of the projectile above Fine (ex. 15 for small). If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Sold Soul(Ex): A death giant cannot be raised, resurrected, or reincarnated. If a death giant's soul is not taken as a guardian soul by another death giant or kept from departing by some other means, it is utterly destroyed 1 round after the giant's death.

Soul Healing(Su): Death giants are healed by effects that would normally cause hit point damage due to negative energy. They continue to be healed by positive energy as normal.

Steal Soul(Su): Any living creature within a death giant's reach (5' for medium death giants, 10' for large death giants, etc.) also having current hit points equal to or less than half of the death giant's racial class level must succeed on a Fortitude save (DC 10 + ½ death giant's racial class level + Charisma modifier) each round or die instantly. This is a death effect. Any creature that dies within the reach of a death giant has its spirit sucked up into a swirling mass of souls that encircle the giant. Such creatures can not be raised, resurrected, or reincarnated so long as the death giant lives. If the death giant dies within another death giant's reach, the souls are transferred instead of being released.

Thick Skin(In): A death giant gains damage reduction 5/slashing.

Tough Hide(In): A death giant gains a natural armor bonus as he increases in death giant racial levels.

Turning Vulnerability(Su): Many of a death giant's abilities rely on spirits of the dead. A successful turn attempt against an undead with Hit Dice equal to the death giant's suppresses the giant's guardian souls, frightful keening, soul healing, and steal soul abilities for 1d10 rounds.

Unholy Blight(Sp): A death giant can use unholy blight, as the spell (caster level equal to racial class level, saves modified by Charisma). How often this spell-like ability can be used improves as the death giant increases in death giant racial levels.


Giant, Eldritch -Monster Manual III page 57

Powerful giant masters of arcane power.

Location: Mountaintop towers.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Rock Throwing(Ex): Eldritch giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the eldritch giant gains eldritch giant racial class levels.

Automatic Languages: Trade, Arcanis Giant

Bonus Languages: Arcane Draconic, Illumian, Musgilian, Titan

Favored Class: Wizard


Adulthood Easy Class Normal Class Hard Class

120 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

1500 2250 3000 +5d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Eldritch Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, detect magic (1/day), growth, magic missile (1/day), thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, eldritch mastery, growth, natural willpower +1, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +3 CON, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, detect magic (3/day), greater dispel magic (1/day), growth, magic missile (3/day), natural willpower +2, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, detect magic (at will), greater dispel magic (3/day), growth, magic missile (at will), natural willpower +3, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, tough hide +8

9th

+6

+6

+3

+3

+8 STR, dimension door (1/day), globe of invulnerability (1/day), growth, natural willpower +4, tough hide +9

10th

+7

+7

+3

+3

+9 STR, +1 INT, greater dispel magic (at will), growth, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +1 DEX, fast (50'), growth

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge, natural willpower +5

13th

+9

+8

+4

+4

+12 STR, +2 INT, dimension door (3/day), globe of invulnerability (3/day), growth, tough hide +11

14th

+10

+9

+4

+4

+13 STR, +2 WIS, growth, natural willpower +6, tough hide +12

15th

+11

+9

+5

+5

+14 STR, +5 CON, growth, tough hide +13

16th

+12

+10

+5

+5

+15 STR, +6 CON, +3 INT, growth

17th

+12

+10

+5

+5

+16 STR, +7 CON, +4 INT, growth

18th

+13

+11

+6

+6

+17 STR, +8 CON, +5 INT, growth

19th

+14

+11

+6

+6

+18 STR, +9 CON, +6 INT, growth

20th

+15

+12

+6

+6

+19 STR, +10 CON, +7 INT, growth

Class Skills (2 + Int modifier): Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Listen, Sense Motive, Spellcraft, Spot


Weapon and Armor Proficiency: Eldritch giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Detect Magic(Sp): An eldritch giant can use detect magic, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the eldritch giant increases in eldritch giant racial levels.

Dimension Door(Sp): An eldritch giant can use dimension door, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the eldritch giant increases in eldritch giant racial levels.

Eldritch Mastery(Su): Eldritch giants can use spell completion items as if they had the wizard class's spell list and were of the appropriate level to cast the spells. They can use spell trigger items as if they had the wizard class's spell list.

Fast(In): An eldritch giant gains a faster base land speed as he increases in eldritch giant racial levels.

Globe of Invulnerability(Sp): An eldritch giant can use globe of invulnerability, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the eldritch giant increases in eldritch giant racial levels.

Greater Dispel Magic(Sp): An eldritch giant can use greater dispel magic, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the eldritch giant increases in eldritch giant racial levels.

Growth(In): For every eldritch giant racial level an eldritch giant has, it gains 3d8 inches in height and 6d8 pounds per inch in weight.

Huge(In): An eldritch giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage.

Large(In): An eldritch giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage.

Magic Missile(Sp): An eldritch giant can use magic missile, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the eldritch giant increases in eldritch giant racial levels.

Natural Willpower(Ex) Eldritch giants gain a +1 racial bonus on Will saves. This bonus improves as the eldritch giant increases in eldritch giant racial levels.

Thick Skin(In): An eldritch giant gains damage reduction 5/slashing.

Tough Hide(In): An eldritch giant gains a natural armor bonus as he increases in eldritch giant racial levels.


Giant, Fire -Monster Manual page 121

Brutal, ruthless, and militaristic giants.

Location: Castles in volcanic areas.

+2 STR, -2 DEX

Medium Size

Giant (Fire): Giants have low-light vision; Fire creatures are immune to fire, but vulnerable to cold, taking half again as much damage from cold attacks

30' Base Speed

Natural Weapons: 2 slams(1d3)

Rock Throwing(Ex): Fire giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the fire giant gains fire giant racial class levels.

Automatic Languages: Trade, Vulash Giant

Bonus Languages: Red Draconic, Dwarven, Ignan, Orcish

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

50 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

150 225 300 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d12)lb.

female 4'11" +2d10" 115lb. x(3d12)lb.


Fire Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 WIS, growth, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +1 DEX, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +2 DEX, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +2 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +3 WIS, growth, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +4 WIS, growth, tough hide +8

9th

+6

+6

+3

+3

+9 STR, +3 CON, growth

10th

+7

+7

+3

+3

+10 STR, +5 CON, growth

11th

+8

+7

+3

+3

+12 STR, +6 CON, growth

12th

+9

+8

+4

+4

+14 STR, +7 CON, growth

13th

+9

+8

+4

+4

+15 STR, +9 CON, growth

14th

+10

+9

+4

+4

+17 STR, +10 CON, growth

Class Skills (2 + Int modifier): Climb, Craft (any), Intimidate, Jump, Spot


Weapon and Armor Proficiency: Fire giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A fire giant gains a faster base land speed as he increases in fire giant racial levels.

Growth(In): For every fire giant racial level a fire giant has, it gains 1d4 inches in height and 3d20 pounds per inch in weight.

Large(In): A fire giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large fire giant's slam attack does 1d4 damage.

Thick Skin(In): A fire giant gains damage reduction 5/slashing.

Tough Hide(In): A fire giant gains a natural armor bonus as he increases in fire giant racial levels.


Giant, Fomorian -Monster Manual II page 105

Grossly deformed giants ruled by depravity and wickedness.

Location: Subterranean caves.

+2 STR, -2 INT, -2 CHA

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d4)

Darkvision 60'(In)

Rock Throwing(Ex): Fomorian giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the fomorian giant gains fomorian giant racial class levels.

Automatic Languages: Underworld Trade, Fomoria Giant

Bonus Languages: Orcish, Minotaur, Terran, Trade

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

25 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

75 113 150 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Fomorian Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, scent, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, stealthy +2

3rd

+2

+3

+1

+1

+2 STR, +1 INT, growth, improved unarmed strike, tough hide +2

4th

+3

+4

+1

+1

+3 STR, amazing resilience 1, growth

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +3

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large

7th

+5

+5

+2

+2

+6 STR, +2 INT, growth, stealthy +4, tough hide +4

8th

+6

+6

+2

+2

+7 STR, amazing resilience 2, growth

9th

+6

+6

+3

+3

+8 STR, +3 CON, growth, tough hide +5

10th

+7

+7

+3

+3

+9 STR, +2 DEX, amazing resilience 3, growth

11th

+8

+7

+3

+3

+10 STR, +2 WIS, growth, trample, tough hide +6

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge

13th

+9

+8

+4

+4

+12 STR, +4 CON, growth, stealthy +10, tough hide +7

14th

+10

+9

+4

+4

+13 STR, amazing resilience 4, growth

15th

+11

+9

+5

+5

+14 STR, +5 CON, growth, tough hide +8

16th

+12

+10

+5

+5

+15 STR, +7 CON, growth

17th

+12

+10

+5

+5

+16 STR, +8 CON, amazing resilience 5, growth, tough hide +9

Class Skills (2 + Int modifier): Listen, Move Silently, Spot


Weapon and Armor Proficiency: Fomorian giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Amazing Resilience(Ex): Fomorian giants gain damage reduction 1/- and fast healing 1. Both of these improve as the fomorian giant increases in fomorian giant racial class levels. Fast healing results in the fomorian giant regaining lost hit points at the given number per round, as long as those hit points have not been lost due to starvation, thirst, or suffocation.

Fast(In): A fomorian giant gains a faster base land speed as he increases in fomorian giant racial levels.

Growth(In): For every fomorian giant racial level a fomorian giant has, it gains 1d12 inches in height and 2d12 pounds per inch in weight.

Huge(In): A fomorian giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage. A huge fomorian giant's slam attack does 1d8 damage.

Improved Unarmed Strike(Ex): Fomorian giants gain Improved Unarmed Strike as a bonus feat.

Large(In): A fomorian giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large fomorian giant's slam attack does 1d6 damage.

Oversized Weapon(Ex): Fomorian giants can use weapons one size category larger than normal without penalty.

Scent(Ex): A fomorian giant has the scent ability as described on page 314 of the Monster Manual.

Stealthy(Ex): Fomorian giants gain a +2 racial bonus on Move Silently checks. This bonus improves as the fomorian giant increases in fomorian giant racial class levels.

Thick Skin(In): A fomorian giant gains damage reduction 5/slashing.

Tough Hide(In): A fomorian giant gains a natural armor bonus as he increases in fomorian giant racial levels.

Trample(Ex): As a full-round action, a fomorian giant can move up to twice its speed and trample opponents at least one size category smaller than itself. This attack deals bludgeoning damage equal to 2d10 plus 1½ times the fomorian giant's Strength modifier. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + ½ fomorian giant's racial class level + Strength modifier) for half damage.


Giant, Forest - Monster Manual II page 110

Lanky giants that are adept hunters.

Location: Any thick forest.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Rock Throwing(Ex): Forest giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the forest giant gains forest giant racial class levels.

Automatic Languages: Trade, Logos Giant

Bonus Languages: Green Draconic, Centaurian, Elven, Sylvan

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

25 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

75 113 150 +5d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(2d6)lb.

female 4'11" +2d10" 115lb. x(2d6)lb.


Forest Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, stealthy, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +2 DEX, growth, poison use, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +3 CON, +1 WIS, growth

5th

+3

+4

+1

+1

+4 STR, +2 WIS, fast (40'), growth, tough hide +4

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +5

7th

+5

+5

+2

+2

+6 STR, +4 CON, growth, tough hide +6

8th

+6

+6

+2

+2

+7 STR, +3 DEX, +3 WIS, growth

9th

+6

+6

+3

+3

+8 STR, +5 CON, growth, tough hide +7

10th

+7

+7

+3

+3

+9 STR, +6 CON, growth, tough hide +8

11th

+8

+7

+3

+3

+10 STR, +7 CON, growth, tough hide +10

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge, rock catching

13th

+9

+8

+4

+4

+12 STR, +4 CHA, growth, tough hide +11

Class Skills (2 + Int modifier): Craft (poison), Hide, Knowledge (nature), Listen, Sense Motive, Spot


Weapon and Armor Proficiency: Forest giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A forest giant gains a faster base land speed as he increases in forest giant racial levels.

Growth(In): For every forest giant racial level a forest giant has, it gains 4d6 inches in height and 4d6 pounds per inch in weight.

Huge(In): A forest giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage.

Large(In): A forest giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage.

Oversized Weapon(Ex): Forest giants can use weapons one size category larger than normal without penalty.

Poison Use(Ex): Forest giants are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to arrows. They also make a special poison that causes unconsciousness for 4d4 rounds (initial and secondary damage are the same). As they increase in levels, forest giants learn to make more potent poisons, so the Fortitude save is DC 10 + forest giant's racial class level. A character can create an equal number of doses of poison as his result on a Craft (poison) check, once per day while in a forested environment. Each dose is good for coating 1 arrow and is worth as much gold as save DC, though it would be extremely unusual for a forest giant to sell or trade his poison.

Rock Catching(Ex): Once per round, a forest giant that would normally be hit by a rock (or projectile of similar shape) up to one size category larger than it would normally be able to throw can make a Reflex save to catch it as an immediate action. The DC is 5 for each size category of the projectile above Fine (ex. 15 for small). If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Stealthy(Ex): Forest giants gain a +4 racial bonus on Hide checks. This bonus improves to +8 in wooded areas.

Thick Skin(In): A forest giant gains damage reduction 5/slashing.

Tough Hide(In): A forest giant gains a natural armor bonus as he increases in forest giant racial levels.


Giant, Frost - Monster Manual page 122

Brutal and wantonly destructive giants.

Location: Castles in arctic lands.

+2 STR, -2 DEX

Medium Size

Giant (Cold): Giants have low-light vision; Cold creatures are immune to cold, but vulnerable to fire, taking half again as much damage from fire attacks

30' Base Speed

Natural Weapons: 2 slams(1d3)

Rock Throwing(Ex): Frost giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the frost giant gains frost giant racial class levels.

Automatic Languages: Trade, Polaris Giant

Bonus Languages: Draconic, Elven, Giant, Gnollish

Favored Class: Paladin and Blackguard


Adulthood Easy Class Normal Class Hard Class

38 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

113 169 225 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Frost Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 WIS, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +1 DEX, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +3 CON, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +2 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +2 DEX, growth, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +3 WIS, growth, tough hide +8

9th

+6

+6

+3

+3

+8 STR, +4 CON, growth, tough hide +9

10th

+7

+7

+3

+3

+10 STR, +5 CON, growth

11th

+8

+7

+3

+3

+11 STR, +7 CON, growth

12th

+9

+8

+4

+4

+13 STR, +8 CON, growth

13th

+9

+8

+4

+4

+14 STR, +10 CON, growth

Class Skills (2 + Int modifier): Climb, Craft (any), Intimidate, Jump, Spot


Weapon and Armor Proficiency: Frost giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A frost giant gains a faster base land speed as he increases in frost giant racial levels.

Growth(In): For every frost giant racial level a frost giant has, it gains 3d4 inches in height and 3d10 pounds per inch in weight.

Large(In): A frost giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large frost giant's slam attack does 1d4 damage.

Oversized Weapon(Ex): Frost giants can use weapons one size category larger than normal without penalty.

Thick Skin(In): A frost giant gains damage reduction 5/slashing.

Tough Hide(In): A frost giant gains a natural armor bonus as he increases in frost giant racial levels.


Giant, Hill - Monster Manual page 123

Selfish and cunning brutish giants.

Location: Tribes in temperate foothills.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d3)

Rock Throwing(Ex): Hill giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the hill giant gains hill giant racial class levels.

Automatic Languages: Trade, Rolakis Giant

Bonus Languages: Kob Draconic, Dwarven, Goblin, Orcish

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

25 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

75 113 150 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Hill Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +4 CON, -2 CHA, growth, tough hide +2

3rd

+2

+3

+1

+1

+3 STR, +5 CON, -2 INT, growth, tough hide +3

4th

+3

+4

+1

+1

+5 STR, +6 CON, -4 INT, growth, tough hide +4

5th

+3

+4

+1

+1

+6 STR, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+7 STR, growth, large, tough hide +6

7th

+5

+5

+2

+2

+8 STR, +8 CON, -4 CHA, growth, tough hide +7

8th

+6

+6

+2

+2

+9 STR, +9 CON, growth, tough hide +8

9th

+6

+6

+3

+3

+10 STR, +10 CON, growth, tough hide +9

Class Skills (2 + Int modifier): Climb, Jump, Listen, Spot


Weapon and Armor Proficiency: Hill giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A hill giant gains a faster base land speed as he increases in hill giant racial levels.

Growth(In): For every hill giant racial level a hill giant has, it gains 2d6 inches in height and 3d6 pounds per inch in weight.

Large(In): A hill giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large hill giant's slam attack does 1d4 damage.

Thick Skin(In): A hill giant gains damage reduction 5/slashing.

Tough Hide(In): A hill giant gains a natural armor bonus as he increases in hill giant racial levels.


Giant, Mountain -Monster Manual II page 112

Primitive giants given to cruelty and capriciousness.

Location: Remote mountains.

+2 STR, +2 CON, -4 INT, -4 CHA

Medium Size

Giant (Earth): Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d4)

Rock Throwing(Ex): Mountain giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the mountain giant gains mountain giant racial class levels.

Automatic Languages: Trade, Apex Giant

Bonus Languages: Gnollish, Terran, Titan, Sea Trade

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

70 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

2100 3150 4200 +6d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Mountain Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+1 STR, +1 CON, crush, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+2 STR, +2 CON, growth, improved grab, tough hide +2

3rd

+2

+3

+1

+1

+3 STR, +3 CON, growth, scent, tough hide +3

4th

+3

+4

+1

+1

+4 STR, +4 CON, growth, tough hide +5

5th

+3

+4

+1

+1

+5 STR, +5 CON, fast (40'), growth, tough hide +6

6th

+4

+5

+2

+2

+6 STR, +6 CON, growth, large, tough hide +7

7th

+5

+5

+2

+2

+7 STR, +7 CON, fling, growth, tough hide +8

8th

+6

+6

+2

+2

+8 STR, +8 CON, growth, tough hide +9

9th

+6

+6

+3

+3

+9 STR, +9 CON, growth, tough hide +10

10th

+7

+7

+3

+3

+10 STR, +10 CON, growth, tough hide +11, trample

11th

+8

+7

+3

+3

+11 STR, +11 CON, fast (50'), growth, tough hide +12

12th

+9

+8

+4

+4

+12 STR, +12 CON, growth, huge, rock catching, tough hide +13

13th

+9

+8

+4

+4

+13 STR, +13 CON, growth, tough hide +15

14th

+10

+9

+4

+4

+14 STR, +14 CON, growth, tough hide +16

15th

+11

+9

+5

+5

+15 STR, +15 CON, growth, tough hide +17

16th

+12

+10

+5

+5

+16 STR, +16 CON, growth, tough hide +18

17th

+12

+10

+5

+5

+17 STR, +17 CON, growth, tough hide +19

18th

+13

+11

+6

+6

+18 STR, +18 CON, growth, tough hide +21

19th

+14

+11

+6

+6

+19 STR, +19 CON, fast (60'), growth, tough hide +22

20th

+15

+12

+6

+6

+20 STR, +20 CON, gargantuan, growth, tough hide +23

Class Skills (2 + Int modifier): Jump, Listen, Spot


Weapon and Armor Proficiency: Mountain Giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Crush(Ex): As a standard action, a mountain giant that jumps at least half his height can land on opponents two or more size categories smaller that itself. This affects all creatures covered at least partially by the giant's base where he lands. Each victim must succeed on a Reflex save (DC 10 + ½ mountain giant's racial class level + Constitution modifier) or be pinned, automatically taking bludgeoning damage equal to the giant's slam attack plus 1½ giant's Strength modifier. The giant can choose to maintain the pin in following rounds as per standard grappling, and for each round the pin is maintained, the victims take crush damage. Those who make the Reflex save are ejected to the nearest unoccupied space.

Fast(In): A mountain giant gains a faster base land speed as he increases in mountain giant racial levels.

Fling(Ex): A mountain giant that is grappling a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature is thrown like a rock (see rock throwing) up to one range increment, and takes 1d6 damage for each 10 feet it's thrown (or falling damage if it falls a distance further than it is thrown). Something hit by a flung creature takes damage as though hit by a thrown rock.

Gargantuan(In): A mountain giant is a gargantuan creature with a natural 20 foot base and 20 foot reach. Gargantuan giants can throw 90 to 150 pound rocks (size Large) with a range increment of 160 feet and doing 4d6 damage. A gargantuan mountain giant's slam attack does 2d6 damage.

Growth(In): For every mountain giant racial level a mountain giant has, it gains 6d6 inches in height and 10d10 pounds per inch in weight.

Huge(In): A mountain giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage. A huge mountain giant's slam attack does 1d8 damage.

Improved Grab(Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam, it deals normal damage and may attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. The giant has the option to conduct the grapple normally or simply to use one hand to hold the opponent (-20 penalty on the giant's grapple check, but the giant is not considered grappled).

Large(In): A mountain giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large mountain giant's slam attack does 1d6 damage.

Rock Catching(Ex): Once per round, a mountain giant that would normally be hit by a rock (or projectile of similar shape) up to one size category larger than it would normally be able to throw can make a Reflex save to catch it as an immediate action. The DC is 5 for each size category of the projectile above Fine (ex. 15 for small). If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Scent(Ex): A mountain giant has the scent ability as described on page 314 of the Monster Manual.

Thick Skin(In): A mountain giant gains damage reduction 5/slashing.

Tough Hide(In): A mountain giant gains a natural armor bonus as he increases in mountain giant racial levels.

Trample(Ex): As a full-round action, a mountain giant can move up to twice its speed and trample opponents at least one size category smaller than itself. This attack deals bludgeoning damage equal to 4d6 plus 1½ times the mountain giant's Strength modifier. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + ½ mountain giant's racial class level + Strength modifier) for half damage.


Giant, Ocean - Monster Manual II page 112

Peaceful giants with lower bodies like whales.

Location: Mansions near barrier reefs underwater.

+2 STR, -4 INT

Medium Size

Giant (Aquatic, Cold): Giants have low-light vision; Aquatic creatures can breath water but not air, unless they also have the amphibious ability; Cold creatures are immune to cold, but vulnerable to fire, taking half again as much damage from fire attacks

30' Base Land and Swim Speed: Ocean giants receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.

Natural Weapons: 2 slams(1d3) and tail slap(1d6)

Amphibious(In): Ocean giants can breath water or air equally well.

Land Form(Su): As a standard action, an ocean giant can alter his form to replace his tail with two legs. While in this form, he loses his tail attack, but is able to walk on land. Reverting back to normal is another standard action. Land form can not be dispelled, nor does the ocean giant revert to its natural form when killed. A true seeingspell will reveal the ocean giant's natural shape if it is in land form.

Automatic Languages: Sea Trade, Oceanus Giant

Bonus Languages: Aquan, Topaz Draconic, Storm Giant, Trade

Favored Class: Sorcerer


Adulthood Easy Class Normal Class Hard Class

85 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

275 413 550 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Ocean Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin 5, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +3 CON, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +2 INT, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (35' land, 40' swim), growth

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +5

7th

+5

+5

+2

+2

+6 STR, growth, thick skin 10, tough hide +6

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, tough hide +7

9th

+6

+6

+3

+3

+8 STR, +5 CON, growth, tough hide +8

10th

+7

+7

+3

+3

+9 STR, +2 DEX, +6 CON, growth

11th

+8

+7

+3

+3

+10 STR, fast (40' land, 50' swim), growth, thick skin (15), tough hide +9

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge, tough hide +10

13th

+9

+8

+4

+4

+12 STR, +7 CON, growth, tough hide +11

14th

+10

+9

+4

+4

+13 STR, +8 CON, fast (60' swim), growth, tough hide +12

15th

+11

+9

+5

+5

+14 STR, +3 DEX, +9 CON, growth

16th

+12

+10

+5

+5

+15 STR, +3 CHA, growth, thick skin (20), tough hide +13

17th

+12

+10

+5

+5

+16 STR, +10 CON, fast (70' swim), growth, tough hide +14

18th

+13

+11

+6

+6

+17 STR, +11 CON, growth, tough hide +15

19th

+14

+11

+6

+6

+18 STR, +12 CON, growth, tough hide +16

20th

+15

+12

+6

+6

+19 STR, +4 CHA, fast (80' swim), growth, thick skin (immunity)

Class Skills (2 + Int modifier): Diplomacy, Listen, Sense Motive, Spot, Swim


Weapon and Armor Proficiency: Ocean giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): An ocean giant gains a faster base land speed and base swim speed as he increases in ocean giant racial levels.

Growth(In): For every ocean giant racial level an ocean giant has, it gains 2d6 inches in height and 6d6 pounds per inch in weight.

Huge(In): An ocean giant is a huge creature with a natural 15 foot base and 15 foot reach. A huge ocean giant's slam attack does 1d6 damage and its tail slap does 1d10 damage.

Large(In): An ocean giant is a large creature with a natural 10 foot base and 10 foot reach. A large ocean giant's slam attack does 1d4 damage and its tail slap does 1d8 damage.

Oversized Weapon(Ex): Ocean giants can use weapons one size category larger than normal without penalty.

Thick Skin(In): An ocean giant gains damage reduction 5/slashing or piercing. The amount of the reduction improves as the ocean giant increases in ocean giant racial levels. Eventually, this ability grants complete immunity to bludgeoning damage.

Tough Hide(In): An ocean giant gains a natural armor bonus as he increases in ocean giant racial levels.


Giant, Sand -Monster Manual III page 58

Respected and honorable desert-dwelling giants.

Location: Sandstone cities in deserts.

+2 STR, -2 DEX

Medium Size

Giant (Earth, Fire): Giants have low-light vision; Fire creatures are immune to fire, but vulnerable to cold, taking half again as much damage from cold attacks

30' Base Speed

Rock Throwing(Ex): Sand giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the sand giant gains sand giant racial class levels.

Automatic Languages: Trade, Oasis Giant

Bonus Languages: Asherati, Brass Draconic, Sekon Giant, Kreenian

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

38 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

113 169 225 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Sand Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, burrow, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, growth, sand smart +4, tough hide +2, weapon familiarity

3rd

+2

+3

+1

+1

+2 STR, +1 DEX, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +3 CON, growth, heat shimmer (1/day), tough hide +4

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +2 WIS, growth, heat shimmer (3/day), sand smart +8, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, meld into stone, tough hide +8

9th

+6

+6

+3

+3

+8 STR, +2 DEX, growth, heat shimmer (at will), tough hide +9

10th

+7

+7

+3

+3

+9 STR, +5 CON, growth, statue, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +3 DEX, growth, tough hide +11

Class Skills (2 + Int modifier): Hide, Knowledge (nature), Listen, Spot, Survival


Weapon and Armor Proficiency: Sand giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Burrow(Ex): Sand giants have a base burrow speed of 10 feet.

Fast(In): A sand giant gains a faster base land speed as he increases in sand giant racial levels.

Growth(In): For every sand giant racial level a sand giant has, it gains 2d6 inches in height and 4d6 pounds per inch in weight.

Heat Shimmer(Su): As a free action, a sand giant can create a shimmering effect around itself that functions like a blur spell, caster level equal to the sand giant's character level. How often this spell-like ability can be used improves as the sand giant increases in sand giant racial levels.

Large(In): A sand giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage.

Meld Into Stone(Sp): A sand giant can use meld into stoneonce per day, as the spell (caster level equal to racial class level).

Sand Smart(Ex): While in deserts, sand giants gain a +4 racial bonus on Hide checks and Survival checks. This bonus improves as the sand giant increases in sand giant racial levels.

Statue(Sp): A sand giant can use statueonce per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Thick Skin(In): A sand giant gains damage reduction 5/slashing.

Tough Hide(In): A sand giant gains a natural armor bonus as he increases in sand giant racial levels.

Weapon Familiarity(Ex): Sand blasters (Monster Manual III page 58) are treated as martial weapons.


Giant, Stone - Monster Manual page 124

Shy yet playful giants with an artistic streak.

Location: Deep caves in dangerous mountain ranges.

+2 STR, -2 DEX

Medium Size

Natural Weapons: 2 slams(1d3)

Giant (Earth): Giants have low-light vision

30' Base Speed

Rock Throwing(Ex): Stone giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the stone giant gains stone giant racial class levels.

Automatic Languages: Trade, Metea Giant

Bonus Languages: Gold Draconic, Dwarven, Terran, Underworld Trade

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

132 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

388 580 775 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Stone Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 WIS, darkvision, growth, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +1 DEX, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +3 CON, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +2 DEX, growth, tough hide +7

8th

+6

+6

+2

+2

+7 STR, +2 WIS, growth, tough hide +8, two-handed throw

9th

+6

+6

+3

+3

+8 STR, +4 CON, growth, tough hide +9

10th

+7

+7

+3

+3

+9 STR, +3 DEX, growth, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +5 CON, growth, tough hide +11

12th

+9

+8

+4

+4

+11 STR, +4 DEX, +6 CON, growth

13th

+9

+8

+4

+4

+12 STR, +5 DEX, +7 CON, growth

14th

+10

+9

+4

+4

+13 STR, +6 DEX, +8 CON, growth

Class Skills (2 + Int modifier): Climb, Hide, Jump, Spot


Weapon and Armor Proficiency: Stone giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Darkvision 60'(In)

Fast(In): A stone giant gains a faster base land speed as he increases in stone giant racial levels.

Growth(In): For every stone giant racial level a stone giant has, it gains 2d4 inches in height and 3d6 pounds per inch in weight.

Large(In): A stone giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large stone giant's slam attack does 1d4 damage.

Thick Skin(In): A stone giant gains damage reduction 5/slashing.

Tough Hide(In): A stone giant gains a natural armor bonus as he increases in stone giant racial levels.

Two-Handed Throw(Ex): Stone giants can throw rocks using both hands. This improves their range increment by 50%, they get 1½ their Strength modifier on damage, and the damage dice change to d8s from d6s. For example, a Large stone giant with a 27 Strength can throw Small rocks with a range increment of 180 feet and doing 2d8+12 damage.


Giant, Storm -Monster Manual page 125

Gentle and reclusive giants of incredible power.

Location: Castles on mountain peaks or ocean floors.

+2 STR, -2 DEX

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Natural Weapons: 2 slams(1d3)

Rock Throwing(Ex): Storm giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the storm giant gains storm giant racial class levels.

Automatic Languages: Trade, Sestra Giant

Bonus Languages: Draconic, Dwarven, Falspiran, Giant, Mithic,Titan, Sea Trade

Favored Class: Cleric


Adulthood Easy Class Normal Class Hard Class

70 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

210 315 420 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Storm Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, electricity resistance 5, growth, swim (20'), tough hide +1, water breathing

2nd

+1

+3

+0

+0

+1 STR, +1 WIS, growth, thick skin, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +2 WIS, freedom of movement, growth

4th

+3

+4

+1

+1

+3 STR, +1 INT, electricity resistance 10, growth, tough hide +3

5th

+3

+4

+1

+1

+4 STR, +3 WIS, fast (40'), growth, swim (30'), tough hide +4

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +5

7th

+5

+5

+2

+2

+6 STR, +2 INT, electricity resistance 20, growth, tough hide +6

8th

+6

+6

+2

+2

+7 STR, +3 CON, growth, tough hide +7

9th

+6

+6

+3

+3

+8 STR, +1 DEX, growth, tough hide +8

10th

+7

+7

+3

+3

+9 STR, +4 CON, electricity immunity, growth, tough hide +9

11th

+8

+7

+3

+3

+10 STR, +2 DEX, fast (50'), growth, swim (40')

12th

+9

+8

+4

+4

+11 STR, +2 CHA, growth, huge

13th

+9

+8

+4

+4

+12 STR, +5 CON, growth, tough hide +10

14th

+10

+9

+4

+4

+13 STR, +6 CON, growth, tough hide +11

15th

+11

+9

+5

+5

+14 STR, +4 WIS, control weather (1/day), growth, levitate (1/day)

16th

+12

+10

+5

+5

+15 STR, +7 CON, growth, tough hide +12

17th

+12

+10

+5

+5

+16 STR, +5 WIS, control weather (2/day), growth, levitate (2/day)

18th

+13

+11

+6

+6

+17 STR, +6 WIS, call lightning, growth

19th

+14

+11

+6

+6

+18 STR, +7 WIS, chain lightning, growth

20th

+15

+12

+6

+6

+19 STR, +9 CON, growth

Class Skills (2 + Int modifier): Climb, Concentration, Craft (any), Diplomacy, Intimidate, Jump, Listen, Perform (any), Sense Motive, Spot, Swim


Weapon and Armor Proficiency: Storm giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Call Lightning(Sp): A storm giant can use call lightning once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Chain Lightning(Sp): A storm giant can use chain lightning once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Control Weather(Sp): A storm giant can use control weather, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the storm giant increases in storm giant racial levels.

Electricity Immunity(Ex): Storm giants gain Immunity to Electricity. This ability replaces the electricity resistance ability.

Electricity Resistance(Ex): Storm giants gain Resist Electricity 5. This improves as the storm giant increases in storm giant racial levels.

Fast(In): A storm giant gains a faster base land speed as he increases in storm giant racial levels.

Freedom of Movement(Su): Storm giants are affected by a continuous freedom of movement effect, as the spell (caster level equal to racial class level). If dispelled, the storm giant can refresh this effect as a swift action. Storm giants ignore all weight penalties for gear while swimming.

Growth(In): For every storm giant racial level a storm giant has, it gains 2d8 inches in height and 10d8 pounds per inch in weight.

Huge(In): A storm giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage. A huge storm giant's slam attack does 1d6 damage.

Large(In): A storm giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage. A large storm giant's slam attack does 1d4 damage.

Levitate(Sp): A storm giant can use levitate, as the spell (caster level equal to racial class level). How often this spell-like ability can be used improves as the storm giant increases in storm giant racial levels.

Swim(Ex): Storm giants gain a base swim speed of 20 feet. This speed improves as the storm giant increases in storm giant racial class levels. Storm giants receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.

Thick Skin(In): A storm giant gains damage reduction 5/slashing.

Tough Hide(In): A storm giant gains a natural armor bonus as he increases in storm giant racial levels.

Water Breathing(Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.


Giant, Sun -Monster Manual II page 110

Grim, cruel, and brutal giants at home in bleak conditions.

Location: Nomadic tent encampments in deserts.

+2 STR, -2 DEX

Medium Size

Giant (Fire): Giants have low-light vision; Fire creatures are immune to fire, but vulnerable to cold, taking half again as much damage from cold attacks

30' Base Speed

Rock Throwing(Ex): Sun giants have proficiency with throwing big rocks and gain a +1 racial bonus to attack with thrown rocks. Medium giants can throw 15 to 30 pound rocks up to five range increments, with a range increment of 90 feet. These rocks are of size Tiny and do 1d8 damage. A giant adds his Strength bonus to the damage on a thrown rock. This ability improves as the sun giant gains sun giant racial class levels.

Automatic Languages: Trade, Sekon Giant

Bonus Languages: Asherati, Oasis Giant, Ignan, Infernal, Kreenian, Terran

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

68 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

200 300 400 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(3d6)lb.

female 4'11" +2d10" 115lb. x(3d6)lb.


Sun Giant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, stealthy, thick skin, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 DEX, growth, oversized weapon, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, growth, stone magic (1/day), tough hide +3

4th

+3

+4

+1

+1

+3 STR, +3 CON, growth, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +1 WIS, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, +1 CHA, growth, large, tough hide +6

7th

+5

+5

+2

+2

+6 STR, +2 CHA, growth, stone magic (3/day), tough hide +7

8th

+6

+6

+2

+2

+7 STR, +4 CON, growth, tough hide +8

9th

+6

+6

+3

+3

+8 STR, +2 DEX, growth, tough hide +9

10th

+7

+7

+3

+3

+9 STR, +5 CON, growth, tough hide +10

11th

+8

+7

+3

+3

+10 STR, +2 WIS, growth, stone magic (5/day)

12th

+9

+8

+4

+4

+11 STR, +3 CHA, growth, huge, rock catching

13th

+9

+8

+4

+4

+12 STR, +6 CON, +3 WIS, growth

14th

+10

+9

+4

+4

+13 STR, +7 CON, +4 WIS, growth

15th

+11

+9

+5

+5

+14 STR, +8 CON, +5 WIS, growth

16th

+12

+10

+5

+5

+15 STR, +1 INT, growth, stone magic (at will)

Class Skills (2 + Int modifier): Handle Animal, Hide, Listen, Spot


Weapon and Armor Proficiency: Sun giants are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): A sun giant gains a faster base land speed as he increases in sun giant racial levels.

Growth(In): For every sun giant racial level a sun giant has, it gains 3d4 inches in height and 10d8 pounds per inch in weight.

Huge(In): A sun giant is a huge creature with a natural 15 foot base and 15 foot reach. Huge giants can throw 60 to 80 pound rocks (size Medium) with a range increment of 140 feet and doing 3d6 damage.

Large(In): A sun giant is a large creature with a natural 10 foot base and 10 foot reach. Large giants can throw 40 to 50 pound rocks (size Small) with a range increment of 120 feet and doing 2d6 damage.

Oversized Weapon(Ex): Sun giants can use weapons one size category larger than normal without penalty.

Rock Catching(Ex): Once per round, a sun giant that would normally be hit by a rock (or projectile of similar shape) up to one size category larger than it would normally be able to throw can make a Reflex save to catch it as an immediate action. The DC is 5 for each size category of the projectile above Fine (ex. 15 for small). If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Stealthy(Ex): Sun giants gain a +4 racial bonus on Hide checks. This bonus improves to +8 in desert areas.

Stone Magic(Sp): A sun giant can use spike stones, stone shape, and wall of stone, as the spells (caste level equal to racial class level, saves modified by Charisma). How often each of these spell-like abilities can be used improves as the sun giant increases in sun giant racial levels. If the table indicates 1/day, that means each of these spell-like abilities may be used once per day.

Thick Skin(In): A sun giant gains damage reduction 5/slashing.

Tough Hide(In): A sun giant gains a natural armor bonus as he increases in sun giant racial levels.


Goliath (Goliaths) - Races of Stone page 53

Massive humanoids with a stony appearance and daring attitude.

Location: Tribal villages in warm to temperate mountains.

+2 STR, -2 DEX, +1 CON

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Acclimated(Ex): Goliaths don't take penalties for altitude and don't lose this acclimation even if they spend a long time at a lower elevation.

Mountain Movement(Ex): Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing without taking the -5 penalty on the Climb check.

Read Body Movements(Ex): Goliaths gain a +2 racial bonus on Sense Motive checks.

Automatic Languages: Trade, Mithic

Bonus Languages: Dwarven, Falspiran, Giant, Terran

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

14 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

35 53 70 +2d10

Gender Base Height Height Modifier Base Weight Weight Modifier

male 6'0" +2d12" 220lb. x(2d6)lb.

female 6'0" +2d12" 220lb. x(2d6)lb.


Goliath Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

+2 STR, +1 CON, powerful build

Class Skills (2 + Int modifier): Climb, Jump, Knowledge (nature), Survival


Weapon and Armor Proficiency: Goliaths are proficient with all simple weapons, martial weapons, light armor, and shields (except tower shields).

Powerful Build(Ex): Whenever a goliath is subject to a size modifier or special size modifier for an opposed check, the goliath is treated as one size large if doing so is advantageous to him. A goliath can use weapons designed for a creature one size larger without penalty.



Illithid (Illithids) - Monster Manual page 186 (Mind Flayer)

Tentacle-faced brain-eating slave masters.

Location: No lands of their own, instead infiltrating and dominating existing lands.

-2 STR, -2 CON, +4 INT, +4 CHA

Medium Size

Aberration: Aberrations have darkvision 60'

30' Base Speed

Natural Weapons: 4 tentacles(1d4).

Automatic Languages: Trade, Underworld Trade, Illithian

Bonus Languages: Abyssal, Aquan, Arcane Draconic, Draconic, Dwarven, Elven, Gnomish, Infernal, Terran

Favored Class: Wizard


Adulthood Easy Class Normal Class Hard Class

110 +4d6 +6d6 +10d6

Middle Age Old Venerable Max Age

175 263 350 +4d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d10" 120lb. x(2d4)lb.

female 4'5" +2d10" 85lb. x(2d4)lb.

Illithid Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

+1 CON, magic resistance, tough hide +1

2nd

+1

+0

+0

+3

+1 INT, +1 WIS, +1 CHA

3rd

+2

+1

+1

+3

+1 STR, +2 CHA, improved grab

4th

+3

+1

+1

+4

+1 DEX, +2 INT, tough hide +2

5th

+3

+1

+1

+4

+2 STR, +2 CON, tough hide +3

6th

+4

+2

+2

+5

+3 INT, +2 WIS, detect thoughts

7th

+5

+2

+2

+5

+3 STR, +4 INT, levitate

8th

+6

+2

+2

+6

+2 DEX, +3 WIS, extract

9th

+6

+3

+3

+6

+4 WIS, +3 CHA, suggestion

10th

+7

+3

+3

+7

+3 CON, +5 WIS, telepathy

11th

+8

+3

+3

+7

+4 CON, +6 WIS, charm monster

12th

+9

+4

+4

+8

+4 STR, mind blast

13th

+9

+4

+4

+8

plane shift

Class Skills (2 + Int modifier): Concentration, Disguise, Hide, Listen, Move Silently, Spot


Weapon and Armor Proficiency: Illithids do not gain proficiency with any weapons (other than natural attacks), armor, or shields.

Charm Monster(Sp): An illithid can use charm monster at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Detect Thoughts(Sp): An illithid can use detect thoughts at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Extract(Ex): An illithid that begins its turn with all four tentacles attached can attempt a grapple check as a standard action to extract the opponent's brain. This instantly kills most creatures but is useless against constructs, elementals, oozes, plants, and undead. It is also not instantly fatal to foes with multiple heads.

Improved Grab(Ex): When an illithid hits a creature within 1 size category of it (a Small, Medium or Large creature for a Medium sized illithid) with a tentacle attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. If an illithid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the illithid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the turn.

Levitate(Sp): An illithid can use levitate at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Magic Resistant(Ex): Illithids have innate spell resistance equal to their racial class level plus 10.

Mind Blast(Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a Will save (DC 14 + Charisma mod) or be stunned for 3d4 rounds.

Plane Shift(Sp): An illithid can use plane shift at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Suggestion(Sp): An illithid can use suggestion at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Telepathy(Su): Illithids can communicate telepathically to any creation within 100' that has a language.

Tough Hide(In): An illithid gains a natural armor bonus as he increases in lizardfolk racial levels.


Killoren (Killoren)- Races of the Wild page 103

Ambitious manifestations of nature's presence in the form of fey.

Location: Unclaimed land blended with nature in any climate or terrain.

Medium Size

Fey: Fey have low-light vision

30' Base Speed

Cold Iron Anathema(Su): Killoren take a -2 penalty on any attack roll they make with a weapon made completely or partially out of cold iron.

Magic Resistant(Ex): Killoren are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Manifest Nature's Might(Su): Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, taking on the Aspect of the Ancient, Aspect of the Destroyer, or Aspect of the Hunter until the next morning. See Races of the Wild page 103 for details.

Nature Affinity(Ex): Killoren gain a +2 racial bonus on Handle Animal checks and Survival checks.

Automatic Languages: Trade, Killoren Sylvan

Bonus Languages: Aquan, Auran, Elven, Ignan, Sylvan, Terran, Transic

Favored Class: Druid


Adulthood Easy Class Normal Class Hard Class

10 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

30 100 n/a unlimited

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'0" +2d6" 100lb. x(2d4)lb.

female 5'0" +2d6" 90lb. x(2d4)lb.


Lupin (Lupins)- Dragon Compendium page 18

Trustworthy and loyal canines dedicated to hunting lycanthropes.

Location: Temperate forests near steppes or grasslands.

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Acute Sense of Smell(Ex): A lupin who merely comes within 30 feet of a lycanthrope can make a Wisdom check DC 10 to identify it as a lycanthrope, regardless of what form the creature is in. If the lycanthrope is upwind the range of this scent is 60 feet, and if it is downwind the range is 15 feet. Lupins gain a +5 racial bonus to Spot checks made to oppose a known individual's Disguise check, if the individual comes within 5 feet. A lupin who merely comes within 5 feet of an invisible or hidden creature can make a Wisdom check DC 10 to pinpoint the creature. A lupin gains a +2 racial bonus on Survival checks made to follow tracks.

Expert Rider(Ex): Lupins always consider Ride a class skill, and they gain a +2 racial bonus on all Ride checks.

Keen Senses(Ex): Lupins gain a +2 racial bonus on Listen checks.

Sensitive Nose(Ex): Lupins take a -2 penalty on all saving throws against attacks based on odor.

Trained Against Werewolves: Lupins gain a +1 racial bonus on attack rolls and damage rolls against werewolves.

Automatic Languages: Trade, Lupin

Bonus Languages: Elven, Gnollish, Gnomish, Goblin, Haflish, Sylvan

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

14 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

30 45 60 +2d10

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d8" 120lb. x(2d4)lb.

female 4'5" +2d8" 85lb. x(2d4)lb.


Minotaur (Minotaurs) - Monster Manual page 189

Cunning and powerful bipedal bovine folk.

Location: Labyrinthine underground cities.

+2 STR, +1 CON, -4 INT, -2 CHA

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Natural Weapons: gore(1d6)

Automatic Languages: Underworld Trade, Minotaur

Bonus Languages: Amethyst Draconic, Fomoria Giant, Orcish, Terran, Trade

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

30 +2d6 +4d6 +6d6

Middle Age Old Venerable Max Age

75 112 150 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'5" +2d6" 680lb. x(4d6)lb.

female 5'2" +2d6" 510lb. x(4d6)lb.


Minotaur Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+2

+1 STR, growth, keen senses +2, natural cunning, scent, tough hide +1

2nd

+2

+3

+0

+3

+2 STR, +1 CON, growth, tough hide +2

3rd

+3

+3

+1

+3

+3 STR, growth, keen senses +4, powerful charge (3d6), tough hide +3

4th

+4

+4

+1

+4

+4 STR, +2 CON, growth, tough hide +4

5th

+5

+4

+1

+4

+5 STR, +3 CON, growth, tough hide +5

6th

+6

+5

+2

+5

+6 STR, growth, large, powerful charge (4d6)

Class Skills (2 + Int modifier): Intimidate, Jump, Listen, Search, Spot


Weapon and Armor Proficiency: Minotaurs are proficient with all simple weapons and greataxes.

Growth(In): For every minotaur racial level a minotaur has, it gains 2 inches in height and 4d10 pounds in weight.

Keen Senses(Ex): Minotaurs gain a racial bonus on Listen checks, Search checks, and Spot checks. This bonus increases as he gains minotaur racial levels.

Large(In): A minotaur is a large creature with a natural 10 foot base and 10 foot reach. A large minotaur's gore attack does 1d8 damage.

Natural Cunning(Ex): Minotaurs are immune to maze spells and are never lost. In addition, they gain Track as a bonus feat and are never caught flat-footed.

Powerful Charge(Ex): A minotaur can make a single gore attack as a charge that does 2d6 damage plus one and a half times his Strength modifier. The damage for this attack improves as the minotaur gains increases in minotaur racial levels.

Scent(Ex): A minotaur has the scent ability as described on page 314 of the Monster Manual.

Tough Hide(In): A minotaur gains a natural armor bonus as he increases in minotaur racial levels.


Mirbold (Mirbolds) - Original Race

Large bazaar looking, war mongering race of people.

Location: Clans of 20 to 40 in stone fortified settlements.

Appearance: Mirbolds are large stocky folk with peanut-shaped heads. They have pig-like noses, small horns, and oversized upper canines. Their two eyes share a single eye socket, with a dark mucus filling the space between. While they have no real hair to speak of, some are know to grow short straight or curly hairs, almost like a sparse fuzz.

+1 STR, +2 CON, -1 INT, -2 WIS, -1 CHA

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Conservation(Ex): Mirbold anatomy allows them to consume large quantities of food or drink and then go without for a significant length of time. This doesn't reduce the amount they consume, just the time of consumption. Up to 2 weeks of food and drink can be conserved in this way at once.

Scary Looking(Ex): Mirbolds gain a +4 racial bonus on Intimidate checks.

Sleepless(Ex): Mirbolds sleep through the first 10 years of their lives and then do not require sleep for the next 20 years.

Trained Against Giants(Ex): Mirbolds gain a +4 dodge bonus to Armor Class against monsters of the giant type.

Weapon Familiarity(Ex): Mirbolds gain a bonus simple, martial, or exotic weapon proficiency feat.

Automatic Languages: Trade, Miric

Bonus Languages: Blue Draconic, Fir Giant, Troglish, Titan

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

42 +1d4 +2d6 +4d6

Middle Age Old Venerable Max Age

100 150 200 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'10" +2d12" 300lb. x(2d8)lb.

female 5'5" +2d12" 300lb. x(2d6)lb.


Musgraf (Musgraves) - Original Race

Good natured and social folk with innate magical talent.

Location: Cities, towns, and villages wherever there is a focal point of magic.

Appearance: Musgraves have wide diversity in appearance, but other than coloration, they are very average for humanoids. Their features are more rounded than Elves, but usually sharper than Dwarves. Their big distinguishing feature is that their skin and eye colors vary as wildly as flowers.

-1 STR, +2 INT

Medium Size

Outsider (Native): Outsiders have darkvision 60'

30' Base Speed

Low-Light Vision(In)

Magical Body(Ex): Upon death, a Musgraf's corpse disperses into the ether. The same happens to any dismembered body parts.

Automatic Languages: Trade, Musgilian

Bonus Languages: Any

Favored Class: Wizard


Adulthood Easy Class Normal Class Hard Class

15 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

35 53 70 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 3'11" +4d10" 75lb. x(2d4)lb.

female 3'6" +4d10" 40lb. x(2d4)lb.


Musgraf Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+2

transmute

Class Skills (8 + Int modifier): Craft, Decipher Script, Diplomacy, Knowledge (any), Profession, Speak Language, Use Magic Device


Weapon and Armor Proficiency: Musgraves are proficient with all simple weapons.

Transmute(Sp): Once per day, Musgraves can produce one of a number of effects on an item in their possession:

1) Duplicate a single non-magic, non-masterwork organic item of up to five pounds.

2) Change the type of any liquid to another non-magic liquid of equal volume. Melted solids, and such, can not be created.

3) Enlarge or shrink a single non-magic organic item of up to five pounds. Enlarging doubles the dimensions of the item and quadruples the weight, while shrinking halves the dimensions and quarters the weight. Diminutive items can not be shrunk and large items can not be enlarged.


Myconid (Myconids) - Monster Manual II page 154

Peaceful mushroom people.

Location: Circles in subterranean caverns.

-2 STR, +2 DEX, -2 INT, +2 WIS

Tiny Size

Plant: Plant creatures have low-light vision; Plant creatures have immunity to all mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning; Plant creatures are not subject to critical hits; Plant creatures do not sleep

20' Base Speed

Natural Weapons: 2 slams(1d3).

Automatic Languages: None

Bonus Languages: None

Favored Class: Druid


Adulthood Easy Class Normal Class Hard Class

4 +0 +1 +2

Middle Age Old Venerable Max Age

12 18 24 +1d8

Gender Base Height Height Modifier Base Weight Weight Modifier

neutral 1'10" +1d4" 20lb. x1lb.


Myconid Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 DEX, +2 CHA, distress spores, growth

2nd

+1

+3

+0

+0

+1 STR, +1 CON, growth, small

3rd

+2

+3

+1

+1

+2 STR, +1 DEX, +1 INT, +1 WIS, +1 CHA, growth, reproduction spores

4th

+3

+4

+1

+1

+0 DEX, +3 WIS, +2 CHA, growth, rapport spores, tough hide +1

5th

+3

+4

+1

+1

+3 STR, +2 CON, growth, medium

6th

+4

+5

+2

+2

+4 STR, -1 DEX, +3 CON, +2 INT, growth, pacification spores

7th

+5

+5

+2

+2

+5 STR, +4 CON, +4 WIS, growth

8th

+6

+6

+2

+2

+6 STR, +3 CHA, growth, hallucination spores, tough hide +2

9th

+6

+6

+3

+3

+7 STR, +5 CON, growth, large

10th

+7

+7

+3

+3

+8 STR, +6 CON, +3 INT, growth

11th

+8

+7

+3

+3

+9 STR, +4 CHA, growth, potion making

12th

+9

+8

+4

+4

+5 WIS, +5 CHA, animation spores, growth

Class Skills (6 + Int modifier): Craft (any), Diplomacy, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival


Weapon and Armor Proficiency: Myconids gain no proficiency with any weapons or armor.

Animation Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of animation spores in a 120-foot spread. Any dead bodies caught in the area reanimate as servants after 1d4 days. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks, a myconid-animated corpse slowly decays, turning to dust.

Distress Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of distress spores in a 120-foot spread. These spores alert all other myconids within the area that danger is near.

Growth(In): For every myconid racial level a myconid has, it gains 2d6 inches in height and 2d4 pounds per inch in weight.

Hallucination Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of hallucination spores as a 40-foot ray. The target must make a Fort save (DC 10 + ½ myconid's racial class level + Con modifier) or be affected as though by the confusionspell for 1 hour.

Large(In): A myconid is a large creature with a natural 10 foot base and 10 foot reach. A large myconid's slam attack does 1d8 damage.

Medium(Ex): A myconid is a medium creature with a natural 5 foot base and 5 foot reach. A medium myconid's slam attack does 1d6 damage.

Pacification Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of pacification spores as a 40-foot ray. The target must make a Fort save (DC 10 + ½ myconid's racial class level + Con modifier) or become passive for 1 minute. This is a mind-affecting compulsion effect.

Potion Making(Su): Myconids gain Brew Potion as a bonus feat. Even if it doesn't have spells, a myconid can create potions duplicating the following spells, each once per day: bull's strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, and resist elements. Caster level is equal to the myconid's racial class level. Save DCs are modified by Charisma.

Small(In): A myconid is a large creature with a natural 5 foot base and 5 foot reach. A small myconid's slam attack does 1d4 damage.

Rapport Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of rapport spores in a 120-foot spread or a 40-foot ray. A harmless Fort save (DC 10 + ½ myconid's racial class level + Con modifier) negates the effect, but otherwise, the myconid establishes telepathic communication with those targeted by the spores. This telepathy lasts for 10 minutes for each racial class level of the myconid that released the spores, and is limited to 120 foot range. Other myconids affected by the spores may keep the telepathy going for up to 8 hours.

Reproduction Spores(Ex): As a standard action, a number of times per day equal to the myconid's racial class level, a myconid can release a cloud of reproduction spores in a 120-foot spread. These spores eventually germinate into new infant myconids and have no detrimental effects on others.

Tough Hide(In): A myconid gains a natural armor bonus as he increases in myconid racial levels.


Ogre (Ogres) - Monster Manual page 198

Large, ugly, greedy, and aggressive creatures.

Location: Crude villages in temperate hilly areas.

+4 STR, -2 DEX, +2 CON, -4 INT, -4 CHA

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Darkvision 60'(In)

Automatic Languages: Trade, Og Giant

Bonus Languages: Dwarven, Goblin, Haflish, Orcish, Troglish

Favored Class: Barbarian


Adulthood Easy Class Normal Class Hard Class

15 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

60 90 120 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(2d6)lb.

female 4'11" +2d10" 115lb. x(2d6)lb.


Ogre Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, growth, intimidating presence +4, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, growth, tough hide +3

4th

+3

+4

+1

+1

+1 STR, growth, intimidating presence +8, tough hide +4

5th

+3

+4

+1

+1

+1 STR, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+1 STR, growth, intimidating presence +12, large

Class Skills (2 + Int modifier): Climb, Listen, Spot


Weapon and Armor Proficiency: Ogres are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (including tower shields).

Fast(In): An ogre gains a faster base land speed as he increases in ogre racial levels.

Growth(In): For every ogre racial level an ogre has, it gains 1d4 inches in height and 4d10 pounds in weight.

Intimidating Presence(Ex): Ogres gain a racial bonus on Intimidate checks which improves as they increase in ogre racial levels.

Large(In): An ogre is a large creature with a natural 10 foot base and 10 foot reach.

Tough Hide(In): An ogre gains a natural armor bonus as he increases in ogre racial levels.


Ogre Mage (Ogre Magi) - Monster Manual page 200

Magically talented and intelligent ogres.

Location: Fortified structures or caves in hilly areas.

+4 STR, -2 DEX, +2 CON, -4 INT, -4 CHA

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Darkvision 60'(In)

Automatic Languages: Trade, Og Giant

Bonus Languages: Arcane Draconic, Dwarven, Haflish, Infernal, Titan

Favored Class: Sorcerer


Adulthood Easy Class Normal Class Hard Class

15 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

60 90 120 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(2d6)lb.

female 4'11" +2d10" 115lb. x(2d6)lb.


Ogre Mage Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, charm person, growth, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +1 INT, growth, sleep, tough hide +2

3rd

+2

+3

+1

+1

+3 STR, growth, tough hide +3

4th

+3

+4

+1

+1

+4 STR, +1 WIS, growth, tough hide +4

5th

+3

+4

+1

+1

+5 STR, fast (40'), growth, tough hide +5

6th

+4

+5

+2

+2

+6 STR, growth, large

7th

+5

+5

+2

+2

+1 CHA, magic resistant, darkness, gaseous form

8th

+6

+6

+2

+2

+2 WIS, +2 CHA, Invisibility, polymorph

9th

+6

+6

+3

+3

+2 INT, +3 CHA, cone of cold

10th

+7

+7

+3

+3

+3 CON, +4 CHA, regeneration

11th

+8

+7

+3

+3

+1 DEX, +4 CON, +5 CHA

12th

+9

+8

+4

+4

+2 DEX, +6 CHA, flight

Class Skills (2 + Int modifier): Concentration, Listen, Spellcraft, Spot


Weapon and Armor Proficiency: Ogre magi are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields). An ogre mage's spell-like abilities are arcane magic and are therefore affected normally by spell failure for wearing armor or shields.

Charm Person(Sp): An ogre mage can use charm person once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Cone of Cold(Sp): An ogre mage can use cone of cold once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Darkness(Sp): An ogre mage can use darkness at will, as the spell (caster level equal to racial class level).

Fast(In): An ogre mage gains a faster base land speed as he increases in ogre mage racial levels.

Flight(Su): Ogre magi develop the innate ability to fly. This gives them a flight speed of 40 feet with good maneuverability. An ogre mage can cease or resume flight as a swift action. While using gaseous formit can fly at its normal speed and has perfect maneuverability.

Gaseous Form(Sp): An ogre mage can use gaseous form once per day, as the spell (caster level equal to racial class level).

Growth(In): As an ogre mage increases in ogre mage racial levels, it gains 1d4 inches in height and 4d10 pounds in weight for each level where growth is indicated.

Invisibility(Sp): An ogre mage can use invisibility at will, as the spell (caster level equal to racial class level, saves modified by Charisma).

Large(In): An ogre mage is a large creature with a natural 10 foot base and 10 foot reach.

Magic Resistant(Ex): Ogre magi have innate spell resistance equal to their racial class level plus 10.

Polymorph(Sp): An ogre mage can use polymorph once per day, as the spell (caster level equal to racial class level).

Regeneration(Ex): Ogre magi have regeneration of 5. Fire and acid deal normal damage. Reattaching a severed body part takes one minute of holding the part to the body. If the portion of the body severed is a vital organ or the head, it must be reattached within 10 minutes or the ogre mage dies. An ogre mage can't regrow lost body parts.

Sleep(Sp): An ogre mage can use sleep once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Tough Hide(In): An ogre mage gains a natural armor bonus as he increases in ogre mage racial levels.


Pixie (Pixies) - Monster Manual page 236

Small gossamer-winged fey with a love for tricks.

Location: Colonies in thick undergrowth in warm forests.

-4 STR, +2 INT, +2 CHA

Small Size

Fey: Fey have low-light vision

20' Base Speed

60' Fly Speed (Good Maneuverability)

Keen Senses(Ex): Pixies gain a +2 racial bonus on Listen checks, Search checks, and Spot checks.

Automatic Languages: Trade, Pix Sylvan

Bonus Languages: Centaurian, Elven, Logos Giant, Gnomish, Haflish, Sylvan

Favored Class: Sorcerer


Adulthood Easy Class Normal Class Hard Class

100 +3d6 +5d6 +8d6

Middle Age Old Venerable Max Age

175 263 350 +5d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 2'4" +2d4" 25lb. x(1d4)lb.

female 2'2" +2d4" 20lb. x(1d4)lb.


Pixie Racial Levels Hit Die: d6

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+2

+1 DEX, innate magic, magic resistant, tough hide +1

2nd

+1

+0

+3

+3

+2 DEX, +1 INT, dodge

3rd

+1

+1

+3

+3

+3 DEX, +1 WIS, detect thoughts

4th

+2

+1

+4

+4

+4 DEX, +1 CHA, supernatural resilience 5

5th

+2

+1

+4

+4

+5 DEX, +2 WIS, dispel magic

6th

+3

+2

+5

+5

+6 DEX, +2 INT, permanent image

7th

+3

+2

+5

+5

+7 DEX, +2 CHA, polymorph

8th

+4

+2

+6

+6

+8 DEX, +3 INT, greater invisibility

9th

+4

+3

+6

+6

+3 WIS, +3 CHA, supernatural resilience 10

10th

+5

+3

+7

+7

+4 INT, +4 WIS, +4 CHA

11th

+5

+3

+7

+7

otto's irresistible dance

Class Skills (6 + Int modifier): Bluff, Concentration, Escape Artist, Hide, Knowledge (nature), Listen, Move Silently, Ride, Search, Sense Motive, Spot


Weapon and Armor Proficiency: Pixies are proficient with all simple weapons.

Detect Thoughts(Sp): A pixie can use detect thoughts once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Dispel Magic(Sp): A pixie can use dispel magic once per day, as the spell (caster level equal to racial class level).

Dodge(Ex): Pixies gain Dodge as a bonus feat.

Greater Invisibility(Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a swift action.

Innate Magic(Sp): Pixies can use the following spell-like abilities each once per day: dancing lights, detect chaos, detect good, detect evil, detect law, entangle, lesser confusion(caster level equal to racial class level, saves modified by Charisma).

Magic Resistant(Ex): Pixies have innate spell resistance equal to their racial class level plus 10.

Otto's Irresistible Dance(Sp): A pixie can use otto's irresistible dance once per day, as the spell (caster level equal to racial class level).

Permanent Image(Sp): A pixie can use permanent image once per day, as the spell (caster level equal to racial class level, saves modified by Charisma), except only using visual and auditory elements.

Polymorph(Sp): A pixie can use polymorphonce per day, as the spell (caster level equal to racial class level, saves modified by Charisma), except only on self.

Supernatural Resilience(Su): Pixies have damage reduction 5/cold iron. This resistance improves as the pixie increases in pixie racial levels.

Tough Hide(In): Pixies gain a +1 natural armor bonus.


Satyr (Satyrs) - Monster Manual page 219

Hedonistic goat-legged fey.

Location: Natural encampments in pristine wooded areas.

+2 DEX, -2 WIS

Medium Size

Fey: Fey have low-light vision

40' Base Speed

Natural Weapons: head butt(1d6)

Automatic Languages: Trade, Fauna Sylvan

Bonus Languages: Centaurian, Green Draconic, Elven, Gnomish, Sylvan

Favored Class: Bard


Adulthood Easy Class Normal Class Hard Class

40 +3d6 +5d6 +7d6

Middle Age Old Venerable Max Age

125 188 250 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'7" +2d8" 100lb. x(2d4)lb.

female 4'5" +2d8" 80lb. x(2d4)lb.


Satyr Racial Levels Hit Die: d6

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+2

+1 CON, +1 CHA, alertness, stealthy +2, tough hide +1

2nd

+1

+0

+3

+3

+1 INT, +1 WIS, keen senses +2, tough hide +2

3rd

+1

+1

+3

+3

+2 WIS, +2 CHA, pipes(charm, sleep), stealthy +4, tough hide +3

4th

+2

+1

+4

+4

+2 INT, +3 WIS, supernatural resilience, tough hide +4

5th

+2

+1

+4

+4

+2 CON, +4 WIS, keen senses +4, pipes (fear)

Class Skills (6 + Int modifier): Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, Spot


Weapon and Armor Proficiency: Satyrs are proficient with all simple weapons and shortbows.

Alertness(Ex): Satyrs gain Alertness as a bonus feat.

Keen Senses(Ex): Satyrs gain a +2 racial bonus on Listen checks, Perform checks, and Spot checks. This bonus improves as the satyr increases in satyr racial levels.

Pipes(Su): Satyrs can play a variety of magical tunes on their pan pipes. When played, all non-fey creatures within a 60-foot spread must succeed on a Will save (DC 12 + Charisma modifier) or be affected by charm person, sleep, or fear (caster level equal to character level; the satyr chooses the effect). A creature that successfully saves against any version of this power can not be affected by the same version of pipes for 24 hours.

Stealthy(Ex): Satyrs gain a +2 racial bonus on Hide checks and Move Silently checks. This bonus improves as the satyr increases in satyr racial levels.

Supernatural Resilience(Su): Satyrs have damage reduction 5/cold iron.

Tough Hide(In): A satyr gains a natural armor bonus as he increases in satyr racial levels.


Stonechild (Stonechildren) - Races of Stone page 93

Earth elemental-kin of good nature and loyalty.

Location: Villages built in large caverns, or with Dwarves.

+2 STR, -2 CHA

Medium Size

Outsider (Earth, Native): Outsiders have darkvision 60'

30' Base Speed

Darkvision 60'(In)

Earthen Biology(Ex): Stonechildren gain resistance to acid 5 and a +2 racial bonus on saving throws against poison.

Automatic Languages: Trade, Terran

Bonus Languages: Celestial, Dwarven, Ignan, Mithic, Underworld Trade

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

60 +3d6 +5d6 +7d6

Middle Age Old Venerable Max Age

125 188 250 +2d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d12" 200lb. x(2d6)lb.

female 5'2" +2d12" 180lb. x(2d6)lb.


Stonechild Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+2

+1 STR, +1 CON, innate magic, tough hide +2

2nd

+2

+3

+3

+3

+2 STR, +2 CON, blind-fight, tough hide +3

3rd

+3

+3

+3

+3

+3 STR, +4 CON

4th

+4

+4

+4

+4

+4 STR, +5 CON, improved earthen biology, tough hide +4

5th

+5

+4

+4

+4

+5 STR, +6 CON, +2 INT

6th

+6

+5

+5

+5

+6 STR, +8 CON

Class Skills (8 + Int modifier): Appraise, Climb, Craft (stone working), Intimidate, Knowledge (history), Knowledge (the planes), Listen, Search, Spot, Survival


Weapon and Armor Proficiency: Stonechildren are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).

Blind-Fight(Ex): Stonechildren gain Blind-Fight as a bonus feat.

Improved Earthen Biology(Ex): Stonechildren become immune to acid and poison.

Innate Magic(Sp): A stonechild can use magic stone three times per day, as the spell (caster level 3).

Tough Hide(In): A stonechild gains a natural armor bonus as he increases in stonechild racial levels.


Thri-Kreen (Thri-Kreen) - Monster Manual II page 195

Insectoid mantis warriors.

Location: Nomadic packs in deserts.

+2 STR, +2 DEX, -2 INT, -4 CHA

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

40' Base Speed

Natural Weapons: 4 claws(1d4) and bite(1d4).

Camouflage(Ex): The exoskeleton of a thri-kreen blends in well with desert terrain, granting it a +4 racial bonus on Hide checks in sandy or arid settings.

Leap(Ex): A thri-kreen gains a +5 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height. This bonus increases as the thri-kreen gains thri-kreen racial levels.

Poison(Ex): A thri-kreen delivers its poison (Fort save DC 11) with a successful bite attack. The initial and secondary damage is paralysis for 2d6 minutes. A thri-kreen produces enough poison for one bite per day.

Sleepless(Ex): Thri-kreen do not sleep and they are immune to magical sleep effects. A thri-kreen spellcaster still requires the normal 8 hours of rest before preparing spells.

Weapon Familiarity(Ex): Gythka and chatkcha are treated as martial weapons.

Automatic Languages: Trade, Kreenian

Bonus Languages: Asherati, Blue Draconic, Brass Draconic, Oasis Giant, Sekon Giant, Goblin

Favored Class: Ranger and Psychic Warrior


Adulthood Easy Class Normal Class Hard Class

13 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

30 45 60 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'6" +2d10" 75lb. x(1d6)lb.

female 5'2" +2d10" 60lb. x(1d6)lb.


Thri-Kreen Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

+2 DEX, +10 jump, tough hide +1

2nd

+2

+0

+3

+3

+1 WIS, +20 jump, tough hide +2

3rd

+3

+1

+3

+3

+2 WIS, +30 jump, tough hide +3

4th

+4

+1

+4

+4

Chameleon, deflect arrows, know direction

5th

+5

+1

+4

+4

Displacement, metaphysical weapon, multidexterity

Class Skills (2 + Int modifier): Balance, Climb, Hide, Jump, Listen, Spot


Weapon and Armor Proficiency: Thri-kreen are proficient with all simple weapons, gythka, and chatkcha.

Chameleon(Sp): A thri-kreen can use the psionic power chameleon at will (manifester level 10, saves modified by Charisma).

Deflect Arrows(Ex): Thri-kreen gain Deflect Arrows as a bonus feat.

Displacement(Sp): A thri-kreen can use the psionic power displacement once per day (manifester level 10).

Know Direction(Sp): A thri-kreen can use the psionic power know direction at will (manifester level 10).

Metaphysical Weapon(Sp): A thri-kreen can use the psionic power lesser metaphysical weapon once per day (manifester level 10, saves modified by Charisma).

Multidexterity(Ex): Thri-kreen gain Multidexterity as a bonus feat.

Tough Hide(In): A thri-kreen gain a natural armor bonus as he increases in thri-kreen racial levels.


Tiefling (Tieflings) - Races of Destiny page 107

Conniving, selfish, and maligned people of evil.

Location: No lands of their own, instead living wherever lack of scruples is an asset.

+2 INT, -2 CHA

Medium Size

Outsider (Native): Outsiders have darkvision 60'

30' Base Speed

Deceptive(Ex): Tieflings gain a +2 racial bonus on Bluff checks and Hide checks.

Resistance to Fire 5(Ex)

Automatic Languages: Trade, Tief Infernal

Bonus Languages: Draconic, Dwarven, Elven, Mortentia Giant, Gnomish, Goblin, Orcish

Favored Class: Rogue


Adulthood Easy Class Normal Class Hard Class

15 +1d6 +1d8 +2d8

Middle Age Old Venerable Max Age

45 68 90 +3d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d10" 120lb. x(2d4)lb.

female 4'5" +2d10" 85lb. x(2d4)lb.


Tiefling Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+2

+2 DEX, darkness, resistance to cold 5 and electricity 5

Class Skills (8 + Int modifier): Bluff, Hide, Knowledge (the planes), Knowledge (religion), Listen, Move Silently, Slight of Hand, Spot


Weapon and Armor Proficiency: Tieflings are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).

Darkness(Sp): An tiefling can use darkness once per day, as the spell (caster level equal to racial class level).

Resistance to Cold 5 and Electricity 5(Ex)


Tik-Ana (Tik-Ani) - Original Race

Flying insectoid race of xenophobic folk.

Location: Hives built into large solid clouds.

Appearance: Tik-Ani are small insectoid people with many-faceted eyes like a fly, short antenna, exoskeletons, nose slits, and butterfly-like wings. Most commonly, these two-armed creatures have one hand with four fingers and an opposable thumb, and the other hand is similar to a lobster's claw. Rarely, some Tik-Ani are known to two hands of the same type.

-2 STR, +2 DEX, -2 CHA

Medium Size

Monstrous Humanoid (Air): Monstrous humanoids have darkvision 60'

30' Base Speed

60' Fly Speed (Good Maneuverability)

Natural Weapons: claw(1d6)

Keen Senses(Ex): Tik-Ani gain a +2 racial bonus on Search checks and Spot checks.

Automatic Languages: Trade, Tik-Anese

Bonus Languages: Auran, Silver Draconic, Aerion Giant, Falspiran

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

14 +1d4 +1d6 +2d4

Middle Age Old Venerable Max Age

30 45 60 +3d10

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'4" +2d8" 80lb. x(2d4)lb.

female 4'2" +2d8" 60lb. x(2d4)lb.


Titan (Titans) - Monster Manual page 242

Enormous people of unmatched strength and fluid moods.

Location: Massive castles in any climate or terrain.

-2 INT, +2 WIS

Medium Size

Outsider (Chaotic, Native): Outsiders have darkvision 60'; Chaotic creatures are affected by an effect that is dependent on alignment being chaotic, regardless of their actual alignment; Chaotic creatures' attacks count as chaotic-aligned for purposes of overcoming damage reduction

30' Base Speed

Natural Weapons: slam(1d4).

Automatic Languages: Trade, Titan

Bonus Languages: Abyssal, Celestial, Draconic, Giant, Sylvan

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

15 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

325 488 650 +4d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d10" 120lb. x(2d4)lb.

female 4'5" +2d10" 85lb. x(2d4)lb.


Titan Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+2

+2

+1 STR, +2 CHA, DR 2/lawful, growth, magic resistant

2nd

+2

+3

+3

+3

+2 STR, growth, oversized weapon, tough hide +1

3rd

+3

+3

+3

+3

+3 STR, +1 WIS, DR 5/lawful, growth, tough hide +2

4th

+4

+4

+4

+4

+4 STR, +1 CON, growth, tough hide +3

5th

+5

+4

+4

+4

+2 WIS, fast (40'), growth, lesser innate magic (1/day), tough hide +4

6th

+6

+5

+5

+5

+2 CON, +3 CHA, growth, large, tough hide +5

7th

+7

+5

+5

+5

+3 CON, DR 10/lawful, growth, lesser innate magic (3/day), tough hide +6

8th

+8

+6

+6

+6

+5 STR, +4 CON, growth, tough hide +7

9th

+9

+6

+6

+6

+1 INT, greater innate magic (1/day), growth, lesser innate magic (at will), tough hide +8

10th

+10

+7

+7

+7

+5 CON, +4 CHA, etherealness (1/day), growth, tough hide +9, word of chaos (1/day)

11th

+11

+7

+7

+7

+3 WIS, fast (50'), greater innate magic (3/day), growth, tough hide +10

12th

+12

+8

+8

+8

+6 STR, etherealness (3/day), growth, huge, tough hide +11, word of chaos (3/day)

13th

+13

+8

+8

+8

+4 WIS, DR 15/lawful, greater innate magic (at will), growth, superior innate magic (1/day), tough hide +12

14th

+14

+9

+9

+9

+7 STR, +6 CON, growth, tough hide +13

15th

+15

+9

+9

+9

+7 CON, growth, superior innate magic (3/day), tough hide +14

16th

+16

+10

+10

+10

+8 STR, +8 CON, growth, tough hide +15

17th

+17

+10

+10

+10

+5 CHA, fast (60'), growth, superior innate magic (at will), tough hide +16

18th

+18

+11

+11

+11

+9 STR, +5 WIS, crushing hand (1/day), greater restoration (1/day), growth, summon nature's ally (1/day), tough hide +17

19th

+19

+11

+11

+11

+9 CON, +6 WIS, growth, maze (1/day), summon nature's ally (2/day), tough hide +18

20th

+20

+12

+12

+12

+10 STR, +10 CON, growth, meteor swarm (1/day), summon nature's ally (3/day), tough hide +19

Class Skills (8 + Int modifier): Balance, Bluff, Climb, Concentration, Craft (any), Diplomacy, Heal, Intimidate, Jump, Knowledge (any), Listen, Perform (oratory), Sense Motive, Search, Spellcraft, Spot, Survival, Swim


Weapon and Armor Proficiency: Titans are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields). A titan's spell-like abilities are divine magic and are therefore not affected by spell failure for wearing armor or shields.

Crushing Hand(Sp): A titan can use bigby's crushing hand once per day, as the spell (caster level equal to racial class level, grapple check modified by Charisma).

Etherealness(Sp): A titan can use etherealness once per day, as the spell (caster level equal to racial class level).

Fast(In): A titan gains a faster base land speed as he increases in titan racial levels.

Greater Restoration(Sp): A titan can use greater restoration once per day, as the spell (caster level equal to racial class level).

Growth(In): For every titan racial level a titan has, it gains 5d4 inches in height and 5d12 pounds in weight.

Huge(In): A titan is a huge creature with a natural 15 foot base and 15 foot reach. A huge titan's slam attack does 1d8 damage.

Large(In): A titan is a large creature with a natural 10 foot base and 10 foot reach. A large titan's slam attack does 1d6 damage.

Innate Magic, Greater(Sp): Titans can use the following spell-like abilities each once per day: charm monster, cure critical wounds, greater dispel magic, hold monster, persistent image, either holy smite or unholy blight, either remove curse or bestow curse (caster level equal to racial class level, saves modified by Charisma, good titan's can't cast unholy blight and bestow curse, evil titan's can't cast holy smiteand remove curse, neutral titans must decide between holy smiteand unholy blight when first choosing this ability, neutral titans must decide between remove curse and bestow curse when first choosing this ability) The number of uses of each spell-like ability improves as the titan increases in titan racial levels.

Innate Magic, Lesser(Sp): Titans can use the following spell-like abilities each once per day: invisibility, invisibility purge, levitate, either daylight or deeper darkness(caster level equal to racial class level, saves modified by Charisma, good titan's can't cast deeper darkness, evil titan's can't cast daylight, neutral titans must decide between deeper daylightand deeper darknesswhen first choosing this ability) The number of uses of each spell-like ability improves as the titan increases in titan racial levels.

Innate Magic, Superior(Sp): Titans can use the following spell-like abilities each once per day: chain lightning, fire storm, polymorph(caster level equal to racial class level, saves modified by Charisma) The number of uses of each spell-like ability improves as the titan increases in titan racial levels.

Magic Resistant(Ex): Titans have innate spell resistance equal to their racial class level plus 10.

Maze(Sp): A titan can use maze once per day, as the spell (caster level equal to racial class level).

Meteor Swarm(Sp): A titan can use meteor swarm once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Oversized Weapon(Ex): A titan can use a weapon that is one size larger than it, without size penalties.

Summon Nature's Ally(Sp): A titan can use summon nature's ally IX once per day, as the spell (caster level equal to racial class level).

Supernatural Resilience(Su): Titans have damage reduction 2/lawful. This resistance improves as the titan increases in titan racial levels.

Tough Hide(In): A titan gains a natural armor bonus as he increases in titan racial levels.

Word of Chaos(Sp): A titan can use word of chaos once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).


Treant (Treants) - Monster Manual page 244

Tree people that are unfaltering protectors of the forest.

Location: Groves in any old and thick forest.

+2 STR, -2 DEX

Medium Size

Plant: Plant creatures have low-light vision; Plant creatures have immunity to all mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning; Plant creatures are not subject to critical hits; Plant creatures do not sleep

10' Base Speed

Natural Weapons: slam(1d6)

Vulnerable to Fire(In): Treants take 1½ times damage from fire.

Automatic Languages: Trade, Treant Sylvan

Bonus Languages: Centaurian, Elven, Killoren Sylvan, Transic

Favored Class: Druid


Adulthood Easy Class Normal Class Hard Class

110 +4d6 +6d6 +10d6

Middle Age Old Venerable Max Age

300 450 600 +10d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d10" 120lb. x(2d4)lb.

female 4'5" +2d10" 85lb. x(2d4)lb.


Treant Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, damage reduction 5/slashing, double damage against objects, growth, tough hide +2

2nd

+1

+3

+0

+0

+1 STR, +3 CON, growth, hide among trees +4, tough hide +3

3rd

+2

+3

+1

+1

+2 STR, +1 WIS, growth, tough hide +4

4th

+3

+4

+1

+1

+3 STR, +4 CON, growth, tough hide +5

5th

+3

+4

+1

+1

+4 STR, +1 CHA, fast (20'), growth, hide among trees +8, tough hide +6

6th

+4

+5

+2

+2

+5 STR, damage reduction 10/slashing, growth, large, tough hide +7

7th

+5

+5

+2

+2

+6 STR, +5 CON, growth, hide among trees +12, tough hide +8

8th

+6

+6

+2

+2

+7 STR, +6 CON, growth, tough hide +9

9th

+6

+6

+3

+3

+8 STR, +2 WIS, animate trees, growth, tough hide +10

10th

+7

+7

+3

+3

+9 STR, +3 WIS, growth, hide among trees +16, tough hide +11, trample

11th

+8

+7

+3

+3

+10 STR, +2 CHA, fast (30'), growth, tough hide +12

12th

+9

+8

+4

+4

+11 STR, growth, huge, tough hide +13

13th

+9

+8

+4

+4

+12 STR, +7 CON, +4 WIS

14th

+10

+9

+4

+4

+13 STR, +8 CON, +5 WIS

15th

+11

+9

+5

+5

+14 STR, +9 CON, +6 WIS

Class Skills (2 + Int modifier): Diplomacy, Hide, Intimidate, Knowledge (nature), Listen, Sense Motive, Spot, Survival


Weapon and Armor Proficiency: Treants gain no proficiency with any weapons or armor.

Animate Trees(Sp): A treant can animate trees within 180 feet, at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant with racial levels equal to the animator's minus 3. Animated trees revert to normal if the treant that animated them is incapacitated or moves out of range.

Double Damage Against Objects(Ex): A treant that makes a full attack against an object or structure deals double damage.

Fast(In): A treant gains a faster base land speed as he increases in treant racial levels.

Growth(In): For every treant racial level a treant has, it gains 4d8 inches in height and 3d10 pounds per inch in weight.

Hide Among Trees(Ex): Treants gain a +4 racial bonus to Hide checks made in forested areas. This bonus improves as the treant increases in treant racial levels.

Huge(In): A treant is a huge creature with a natural 15 foot base and 15 foot reach. A huge treant's slam attack does 2d6 damage.

Large(In): A treant is a large creature with a natural 10 foot base and 10 foot reach. A large treant's slam attack does 1d8 damage.

Tough Hide(In): A treant gains a natural armor bonus and damage reduction as he increases in treant racial levels.

Trample(Ex): As a full-round action, a treant can move up to twice its speed and trample opponents at least one size category smaller than itself. This attack deals bludgeoning damage equal to slam damage plus 1½ times the treant's Strength modifier. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 10 + ½ treant's racial class level + Strength modifier) for half damage.


Troll (Trolls) - Monster Manual page 247

Fearless and ravenous creatures known for their regeneration.

Location: Small lairs near other settlements in cold mountainous regions.

+4 STR, +2 CON, -4 INT, -2 WIS, -4 CHA

Medium Size

Giant: Giants have low-light vision

30' Base Speed

Natural Weapons: 2 claws(1d4) and bite(1d4).

Darkvision 60'(In)

Automatic Languages: Trade, Triliak Giant

Bonus Languages: Dwarven, Giant, Gnollish, Orcish

Favored Class: Fighter


Adulthood Easy Class Normal Class Hard Class

15 +1d6 +3d6 +6d6

Middle Age Old Venerable Max Age

60 90 120 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'4" +2d10" 150lb. x(2d6)lb.

female 4'11" +2d10" 115lb. x(2d6)lb.


Troll Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+0

+2 CON, growth, scent, tough hide +1

2nd

+1

+3

+0

+0

+1 STR, +3 CON, growth, regeneration 1, tough hide +2

3rd

+2

+3

+1

+1

+2 STR, +4 CON, growth, tough hide +3

4th

+3

+4

+1

+1

+3 STR, +5 CON, growth, regeneration 2, tough hide +4

5th

+3

+4

+1

+1

+4 STR, +6 CON, growth, tough hide +5

6th

+4

+5

+2

+2

+5 STR, growth, large, regeneration 3

7th

+5

+5

+2

+2

+6 STR, +7 CON, growth, rend

8th

+6

+6

+2

+2

+7 STR, +8 CON, growth, regeneration 4

9th

+6

+6

+3

+3

+8 STR, +1 DEX, +9 CON, growth

10th

+7

+7

+3

+3

+2 DEX, +10 CON, growth, regeneration 5

Class Skills (2 + Int modifier): Listen, Spot


Weapon and Armor Proficiency: Trolls do not gain proficiency in any weapons or armor.

Growth(In): For every troll racial level a troll has, it gains 1d4 inches in height and 3d10 pounds in weight.

Large(In): A troll is a large creature with a natural 10 foot base and 10 foot reach. A large troll's claw and bite attacks do 1d6 damage each.

Regeneration(Ex): Trolls have regeneration of 1. This regeneration improves as the troll increases in troll racial levels. Fire and acid deal normal damage. Reattaching a severed body part takes a swift action of holding the part to the body. A troll regrows lost body parts in 3d6 minutes.

Rend(Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This automatically does additional damage of 2d6 + 1½ times Strength modifier.

Scent(Ex): A troll has the scent ability as described on page 314 of the Monster Manual.

Tough Hide(In): A troll gains a natural armor bonus as he increases in troll racial levels.


Uldra (Uldras) - Frostburn page 40

Small blue fey attuned to the cold.

Location: Small families in natural shelters among arctic climates.

-2 STR, +2 CON

Small Size

Fey: Fey have low-light vision

20' Base Speed

Darkvision 120'(In)

Frosty Touch(Su): As a free action, an uldra can infuse his hands with cold energy, resulting in their unarmed and melee attacks dealing +1 cold damage. This cold damage doesn't stack with any cold damage a weapon may otherwise do.

Natural Linguists(Ex): Uldras always consider Speak Language a class skill.

Natural Scholars(Ex): Uldras always consider Knowledge (nature) a class skill, and they gain a +2 racial bonus on all Knowledge (nature) checks.

Resistance to Cold 5(Ex): Uldras suffer no harm from being in a cold environment.

Automatic Languages: Trade, Uld Sylvan

Bonus Languages: Any

Favored Class: Druid


Adulthood Easy Class Normal Class Hard Class

100 +3d6 +5d6 +8d6

Middle Age Old Venerable Max Age

175 263 350 +5d100

Gender Base Height Height Modifier Base Weight Weight Modifier

male 2'4" +2d4" 25lb. x(1d4)lb.

female 2'2" +2d4" 20lb. x(1d4)lb.


Uldra Racial Levels Hit Die: d6

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+2

+2 WIS, innate magic

Class Skills (6 + Int modifier): Handle Animal, Knowledge (nature), Listen, Speak Language, Spot, Survival, Swim


Weapon and Armor Proficiency: Uldra are proficient with all simple weapons.

Innate Magic(Sp): Uldras can ray of frost 3/day, speak with animals 1/day, and touch of fatigue 1/day. Caster level equal to the uldra's Hit Dice; save DC 10 + Wis modifier + spell level (as druid or wizard).


Yuan-ti (Yuan-ti) - Monster Manual page 262

Scheming and merciless snake-blooded folk.

Location: Cities underneath abandoned ruins.

+2 DEX, -2 CON

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Animal Trance(Sp): A yuan-ti can use animal trance once per day, as the spell (caster level of 1, or equal to racial class level, whichever is higher, saves modified by Charisma).

Detect Poison(Sp): A yuan-ti can detect poison (caster level of 1, or equal to racial class level, whichever is higher) as a psionic ability.

Automatic Languages: Trade, Siljinese

Bonus Languages: Abyssal, Draconic, Arcane Draconic, Goblin

Favored Class: Ranger


Adulthood Easy Class Normal Class Hard Class

12 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

23 34 45 +2d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 4'10" +2d8" 90lb. x(1d6)lb.

female 4'5" +2d8" 75lb. x(1d6)lb.


Yuan-ti Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

Alternate form, cause fear, magic resistance

2nd

+2

+0

+3

+3

+1 INT, +1 CHA, charm person, tough hide +1

3rd

+3

+1

+3

+3

+1 CON, +2 CHA, entangle

4th

+4

+1

+4

+4

+2 CON, +2 INT, darkness

5th

+5

+1

+4

+4

+3 INT, +1 WIS, +3 CHA

6th

+6

+2

+5

+5

Bite, neutralize poison, poison, snake aspect, tough hide +2

7th

+7

+2

+5

+5

+1 STR, +4 INT, +2 WIS

8th

+8

+2

+6

+6

+3 CON, +5 INT, +3 WIS

9th

+9

+3

+6

+6

+2 STR, +4 WIS, +4 CHA

10th

+10

+3

+7

+7

Chameleon power, deeper darkness, tough hide +3

11th

+11

+3

+7

+7

+6 INT, +5 WIS, +5 CHA

12th

+12

+4

+8

+8

+3 STR, +6 WIS, +6 CHA

13th

+13

+4

+8

+8

+4 CON, +7 INT, +7 WIS

14th

+14

+4

+9

+9

Produce acid, suggestion, tough hide +4

15th

+15

+5

+9

+9

+4 STR, +8 INT, +8 WIS

16th

+16

+5

+10

+10

+9 WIS, snake body, tough hide +6

17th

+17

+5

+10

+10

+9 INT, +7 CHA, baleful polymorph, improved grab, tough hide +7

18th

+18

+6

+11

+11

+5 STR, +5 CON, constrict, tough hide +8

19th

+19

+6

+11

+11

+10 INT, +10 WIS, +8 CHA, aversion, fear, tough hide +9

20th

+20

+6

+12

+12

+6 STR, +6 CON, tough hide +10

Class Skills (2 + Int modifier): Concentration, Disguise, Hide, Listen, Move Silently, Spot


Weapon and Armor Proficiency: Yuan-ti are proficient with all simple weapons, scimitar, and longbow.

Bite(In): The yuan-ti gains a poisonous bite as a natural attack. A medium size yuan-ti does 1d6 damage with this attack, and a large size yuan-ti does 1d8 damage.

Alternate Form(Sp): A yuan-ti can assume the form of a Tiny to Large viper as a psionic ability. This ability is similar to a polymorph spell (caster level 19), but a yuan-ti does not regain any hit points for changing form, and it can only assume viper forms. The yuan-ti loses its natural weapons (if any) and gains the natural weapon of the viper form it assumes If the yuan-ti has a poisonous bite of its own, it uses its own or the viper's poison, whichever is more potent.

Aversion(Sp): A yuan-ti can psionically create a compulsion effect targeting one creature within 30 feet. The target must succeed on a Will save (DC 10 + racial class level + Charisma modifier) or gain an aversion to snakes for 10 minutes. See the Monster Manual page 265.

Baleful Polymorph(Sp): A yuan-ti can use baleful polymorph once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Cause Fear(Sp): A yuan-ti can use cause fear once per day, as the spell (caster level equal to racial class level, saves modified by Charisma). At level 19 this turns to fear.

Chameleon Power(Sp): A yuan-ti can psionically change the coloration of itself and its equipment to match its surroundings, granting it a +10 circumstance bonus on Hide checks.

Charm Person(Sp): A yuan-ti can use charm person once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Constrict(Ex): A yuan-ti with snake body deals 1d6 + 1½ x Strength modifier points of damager with a successful grapple check.

Darkness(Sp): A yuan-ti can use darkness once per day, as the spell (caster level equal to racial class level). At level 10 this turns to deeper darkness.

Entangle(Sp): A yuan-ti can use entangle once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Improved Grab(Ex): To use this ability, a yuan-ti with snake body must hit a Large or smaller creature with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Magic Resistant(Ex): Yuan-ti have spell resistance equal to 10 plus their racial class level.

Neutralize Poison(Sp): A yuan-ti can use neutralize poison once per day, as the spell (caster level equal to racial class level).

Poison(Ex): Injury, Fortitude DC 10 + half their racial class level + Con modifier, initial and secondary damager 1d6 Con.

Produce Acid(Sp): A yuan-ti has the psionic power to exude acid from its body, dealing 3d6 points of acid damager to the next creature it touches, including a creature hit by its bite attack. If the yuan-ti is grappling or pinning a foe when it uses this power, its grasp deals 5d6 points of acid damage. The acid becomes inert when it leaves the yuan-ti's body, and the yuan-ti is immune to its effects.

Snake Aspect(Ex): Yuan-ti gain snakelike features common to venomous snakes, such as a cobra's hood or a diamondback's distinctive scale pattern. These features are usually consistent within a single troupe of yuan-ti.

Snake Body(Ex): Yuan-ti who have developed sufficiently shed their bodies and emerge as a 8 to 12 foot long serpent with bulky humanoid arms. They typically will way 200 to 300 pounds. A yuan-ti that goes through this transformation becomes size Large yielding a 10 foot base and 10 foot reach. It also gains a base climb speed of 20 and a base swim speed of 20 feet, and can always choose to take 10 on a Climb check or Swim check. It has a +8 racial bonus on any Swim check and can use the run action while swimming in a straight line.

Suggestion(Sp): A yuan-ti can use suggestion once per day, as the spell (caster level equal to racial class level, saves modified by Charisma).

Tough Hide(In): Yuan-ti gain a natural armor bonus as they increase in yuan-ti racial levels.



Zern (Zerns) - Monster Manual IV page 195

Malevolent dark-furred people that see all other living things as play toys.

Location: Small enclaves in deep forests, city sewers, or underground.

+2 CON, -2 CHA

Medium Size

Monstrous Humanoid: Monstrous humanoids have darkvision 60'

30' Base Speed

Transmutation Affinity(Ex): Add +4 to the Difficulty Class for all saving throws against transmutation spells and spell-like abilities cast by zerns.

Warping Energy, Melee(Su): As a standard action, a zern can use this ability to make a melee attack that deals 1d6 points of damage for every 2 character levels he has plus his Intelligence modifier.

Automatic Languages: Trade, Transic

Bonus Languages: Draconic, Dwarven, Killoren Sylvan, Underworld Trade

Favored Class: Wizard(transmutation specialist only)


Adulthood Easy Class Normal Class Hard Class

16 +1d4 +1d6 +2d6

Middle Age Old Venerable Max Age

40 60 80 +4d20

Gender Base Height Height Modifier Base Weight Weight Modifier

male 5'11" +1d12" 145lb. x(2d4)lb.


Zern Racial Levels Hit Die: d8

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

+1 STR, +1 CHA, adaptive defense (+2 resist), reduce person

2nd

+2

+0

+3

+3

+1 DEX, +2 CHA, tough hide +1, warping energy (ranged)

3rd

+3

+1

+3

+3

+2 CON, fast healing 1

4th

+4

+1

+4

+4

+2 STR, +1 INT, adaptive defense (+4 resist), tough hide +2

5th

+5

+1

+4

+4

+3 DEX, gaseous form

6th

+6

+2

+5

+5

+3 CON, +1 WIS, fast healing 2, tough hide +3

7th

+7

+2

+5

+5

+3 STR, adaptive defense (immunity)

8th

+8

+2

+6

+6

+4 DEX, shifting guise, tough hide +4

9th

+9

+3

+6

+6

+4 CON, +2 INT, baleful polymorph, fast healing 3

10th

+10

+3

+7

+7

+5 STR, tough hide +5

11th

+11

+3

+7

+7

+5 DEX, +3 INT, malleable form (boneless form)

12th

+12

+4

+8

+8

+5 CON, fast healing 4, malleable form (speed burst), tough hide +6

13th

+13

+4

+8

+8

+6 STR, +2 WIS, malleable form (adrenal surge)

14th

+14

+4

+9

+9

+6 DEX, +4 INT, malleable form (size shift)

15th

+15

+5

+9

+9

+6 CON, fast healing 5, malleable form (impervious hide)

Class Skills (2 + Int modifier): Craft (flesh sculpting), Escape Artist, Heal, Intimidate, Listen, Spot, Use Rope


Weapon and Armor Proficiency: Zerns are proficient with all simple weapons.

Adaptive Defenses(Ex): A zern's ever-changing physiology allows it to shrug off effects that attack its endurance or disrupt its bodily functions. Initially, it gains a +2 racial bonus to saves against all spells and effects that require a Fortitude save unless the effect also works on objects or is harmless. A zern can choose to allow an effect that requires a Fortitude save to affect it. As the zern increases in zern racial levels, this racial bonus increases and eventually becomes full immunity.

Baleful Polymorph(Sp): A zern can use baleful polymorph once per day, as the spell (caster level equal to racial class level, saves modified by Intelligence)

Fast Healing(Ex): A zern gains fast healing as he increases in zern racial levels.

Gaseous Form(Sp): A zern can use gaseous form once per day, as the spell (caster level equal to racial class level, saves modified by Intelligence)

Malleable Form(Ex): As a swift action, a zern can switch forms as described on page 195 of Monster Manual IV. Available forms are natural form, adrenal surge, boneless form, impervious hide, size shift, and speed burst.

Reduce Person(Sp): A zern can use reduce person at will, as the spell (caster level equal to racial class level, saves modified by Intelligence)

Shifting Guise(Su): Zerns can shift into any monstrous humanoid form or any humanoid form as a standard action. This works like the alter self spell with a caster level of 8.

Tough Hide(In): A zern gains a natural armor bonus as he increases in zern racial levels.

Warping Energy, Ranged(Su): As a standard action, a zern can use this ability to make a ranged attack that deals 1d6 points of damage for every 2 character levels he has plus his Intelligence modifier. This attack can reach to 120 feet and has no range increment.




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