Giant, Sun

Huge Giant (Fire) — CR 12

()Updated 3.5

Giant, Sun is a D&D 3.5 monster from —. CR 12, HD 13d8+91 (149 hp).

Hit Dice
13d8+91 (149 hp)
Initiative
+2
Speed
land 40 ft, 40 ft.
Base Attack / Grapple
+9/+30
Attack
Gargantuan longspear +20 melee, or +10 ranged
Full Attack
Gargantuan longspear +20/+15 melee, or +10 ranged
STR
37
DEX
14
CON
25
INT
15
WIS
18
CHA
14
Fort / Ref / Will
+15 / +6 / +8
Challenge Rating
12
Alignment
Usually neutral
Organization
Solitary, pair, gang (3-5), or family (3-8 plus 1-4 noncombatants plus 1 4th-6th level adept, cleric, or sorcerer)
Treasure
Standard
Level Adjustment
+4

Special Abilities

Fire Subtype

Feats

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. The size of the range increment varies with the giant's kind (see individual entries). A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects). Rock catching (Ex): A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack. 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. Sun giants use their natural camouflage ability to hide amid the sand dunes, where they lie in wait for enemies with spears at the ready. They rarely throw rocks, but when they do, the range increment is 120 feet. In melee, sun giants prefer to pound opponents with their fists. During times of war, they fight mounted, seated upon Gargantuan steeds that they raise and train themselves. When weaponless, a sun giant uses its spell-like abilities to keep foes at bay. Fire Subtype A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Description

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. The size of the range increment varies with the giant's kind (see individual entries). A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects). Rock catching (Ex): A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack. 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. Sun giants use their natural camouflage ability to hide amid the sand dunes, where they lie in wait for enemies with spears at the ready. They rarely throw rocks, but when they do, the range increment is 120 feet. In melee, sun giants prefer to pound opponents with their fists. During times of war, they fight mounted, seated upon Gargantuan steeds that they raise and train themselves. When weaponless, a sun giant uses its spell-like abilities to keep foes at bay. Fire Subtype A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.