Giant, Forest
Huge Giant — CR 11
Giant, Forest is a D&D 3.5 monster from —. CR 11, HD 13d8+78 (136 hp).
- Hit Dice
- 13d8+78 (136 hp)
- Initiative
- +5
- Speed
- land 40 ft, 40 ft.
- Base Attack / Grapple
- +9/+38
- Attack
- Greatclub +18 melee, or Mighty composite longbow (+4 Str bonus) +8 ranged, or rock +9 ranged
- Full Attack
- Greatclub +18/+13 melee, or Mighty composite longbow (+4 Str bonus) +8/+3 ranged, or rock +9 ranged
- STR
- 33
- DEX
- 12
- CON
- 22
- INT
- 14
- WIS
- 16
- CHA
- 21
- Fort / Ref / Will
- +14 / +5 / +7
- Challenge Rating
- 11
- Alignment
- Usually neutral
- Organization
- Solitary, pair, gang (3-5), band (6-9 plus 35% noncombatants plus 1 1st-2nd level druid), or hunting/raiding party (6-9 plus 35% noncombatants plus 1 3rd-5th level druid)
- Treasure
- Standard coins; double goods; standard items
- Level Adjustment
- +4
Special Abilities
Rock ThrowingRock catching
Feats
Description
Poison (Ex): Forest giants coat their arrows with Poison (Fortitude save DC 22). The initial and secondary damage is the same (unconsciousness for 4d4 rounds).
Skills: A forest giant has a +4 racial bonus on Hide checks. In wooded areas, this bonus rises to +8.
Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant's favorite ranged weapon is a big rock.
Forest giants target opponents from afar with their poison arrows. Though they are not averse to attacking with clubs, their poison-tipped, ranged weapons often end a battle quickly with few casualties for the giants. Forest giants use their natural camouflage abilities to hide among the trees and wait in ambush for the next creature crosses their path.