Upheaval

Cave Giant

CR 6, CE Large Giant

Senses: Perception 5, Darkvision 120, Low Light Vision

Speed: 40 ft. (30 ft. in armor)  Skills: Athletics 6, Intimidation 7

Languages: None

Ability Scores: Str 23 (+14), Dex 10 (+3), Con 17 (+11), Int 6 (+1), Wis 10 (+3), Cha 7 (+1)

INIT: +0  CP: +6  HP: 67 (9d8+27)  SA: --  DC: 19

AC: 19  Touch: 9  Flat-footed: 19 [+10 Natural, -1 Size]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Ferocity (ex) - When the Cave Giant reaches 0 hp and is dying, it remains conscious, though it is staggered. It continues to make saves and take constitution damage until it stabilizes.

Light Sensitivity (ex) - In areas of bright sunlight, the Cave Giant is dazzled, suffering -1 on attacks and sight-based checks.

Power Attack (ex) - A Cave Giant may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Cave Giant does one extra point of damage. The Cave Giant must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Rock Catching (Reaction)(ex) - Once per round, when an Cave Giant would normally be hit by a thrown rock, it can use its reaction to attempt to catch the rock instead. To do so, it must make a Dex save DC 15 for Small rocks, DC 20 for medium rocks, and DC 25 for large ones.

Vital Strike (ex) - As a standard action, the Cave Giant can make one attack at full bonus that deals additional damage. Roll the damage from the attack twice before adding other damage bonuses. This extra weapon damage is not multiplied on a critical hit but is still added to the total.

Cleave (ex) - As a standard action, the Cave Giant can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Cave Giant may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

Cleaving Sunder (ex) - The Cave Giant can attempt to sunder multiple weapons against foes that are adjacent to one another. Similar to cleave, the Cave Giant makes continues to make attacks at its full attack bonus until one misses.

Extraordinary Sunder (ex) - When the Cave Giant attempts to sunder a weapon, it re-rolls any 1's on its damage roll.

DESCRIPTION

Environment: any underground

Organization: solitary, gang (2-5), band (6-8 plus 1-2 monitlizards), raiding party (9-12 plus 1-4 monitlizards), tribe (13-20 plus 30% noncombatants, plus 1 barbarian, fighter, ranger chief of 3rd-5th level; 2-9 monitlizards; 1-4 giant frilled lizards; and 10-15 dwarf, orc, troglodyte slaves)

Treasure: standard (battleaxe, hide armor, other treasure)

Bestial tusks jut from the jaw of this hunched-over giant. It is clad in armor patched together from the bones of past victims.

Dumber, stronger cousins of hill giants, cave giants live in small communal bands of no more than twelve individuals, with a single male leader that is usually stronger and certainly meaner than all others. They often take up residence in large hill or mountain caves, foraging for food such as mountain goats, bears, and wayward explorers. Extremely primitive and simple-minded, cave giants have no real concept of fire or creature comforts, so they eat their food raw. Cave giants are not rock-throwers like many of their brethren, but they are quite skilled at combat with their huge greatclubs. They take great glee in pounding humans into paste, and then eating the paste. Cave Giant Characters +16 Strength, +2 Dexterity, +12 Constitution, -6 Intelligence. Cave giants are dumb, indestructible brutes of primitive intelligence and reasoning and make excellent barbarians. Huge: Cave giants are Huge and take a -2 penalty to AC, -2 penalty to attack rolls, +2 bonus to Combat Maneuver Bonus and Combat Maneuver Defense, and a -8 penalty to Stealth checks. A cave giant's lifting and carrying limits quadruple those of Medium characters. Space 15 ft., Reach 15 ft. Low-light vision: Cave giants can see twice as far as humans in conditions of dim light. Racial Hit Dice: A cave giant begins with twelve levels of giant, which provide 12d8 HD, a base attack bonus of +9, and base save bonuses of Fort +8, Ref +4, Will +4. Racial Skills: A cave giant's humanoid levels give it skill ranks equal to 12 x (2 + Int modifier). Racial Feats: A cave giant's humanoid levels give it 5 feats. AC: +10 natural armor bonus. Natural Weapons: Cave giants can fight with 2 unarmed strikes that deal lethal damage (2d6+8). Special Attacks: grab, pound, rock throwing (100 ft.), trample. Special Qualities: Cave giants can use weapons one size greater as described in the over-sized weapon use description above, rock catching. Languages: Cave giants begin play speaking Giant, and can also speak Common if they have an Intelligence of at least 10. Cave giants with high Intelligence scores can choose from the following languages: Gnoll, Goblin, Orc.

Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect. Their faces mix the worst features of ogre and feral orc. The largest would measure 10 feet in height if they ever stood straight. The typical cave giant weighs 1,000 pounds. Though few survive past 60 years, cave giants can live as long as 150 years. While they prove remarkably adept with axes of all varieties, cave giants lack the patience to work metal. What metal a cave giant possesses was likely stolen from other giants or worked by enslaved subterranean smiths. Slaves such as dwarves, orcs, and troglodytes do most of the labor in cave giant settlements. Poor treatment and the need for meat keep slave populations small and ever-rotating. New slaves are brought in whenever raiding parties remember to reign in their blood lust. Any prisoners who fail to submit to their new masters find themselves served on the dinner table or tossed screaming into the giant's cave lizard pens. Giant lizards of all types serve as both guard beasts and sport for the cave giants. Giant frilled lizards are rarely pets, as most cave giants opt to keep less dangerous monitor lizards instead. Kept in check only by fear and brutal beatings, such pets turn on their handlers at the first sign of weakness. At feeding time, live captives are tossed into the pens, a festive event filled with boisterous cheers and spirited betting.