I hope you enjoy the kinetic giant. See you tomorrow with yet another October monster!
This pale giant has
squashed, yet elastic, features. Its ears and nose are virtually nonexistent as
if to prevent ready access to weak points on the face.
Kinetic Giant CR 8
XP 4,800
NE Large humanoid (giant)
Init –1;
Senses darkvision 60 ft., low-light
vision; Perception +10
DEFENSE
AC 20, touch 8,
flat-footed 20 (+4 armor, –1 Dex, +8 natural, –1 size)
hp 114 (12d8+60)
Fort +9, Ref +7, Will +6
Defensive Abilities
half damage from melee attacks; Immune
bludgeoning damage, force
Weaknesses light
sensitivity
OFFENSE
Speed 40 ft. (30
ft. in armor)
Melee greatclub
+16/+10 (2d8+12) or 2 slams +15 (1d8+8)
Ranged rock +8
(1d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks
kinetic redirect, rock throwing (120 ft.)
Spell-Like Abilities
(CL 12th; concentration +11)
3/day—magic missile
STATISTICS
Str 27, Dex 8, Con 21, Int 9, Wis 14, Cha 8
Base Atk +9; CMB +17 (+19 bull rush); CMD 26 (28 vs. bull rush)
Feats Awesome
Blow, Bludgeoner[UC], Cleave, Improved Bull Rush, Martial Weapon Proficiency
(greatclub), Power Attack
Skills Climb +8,
Intimidate +15, Perception +10, Survival +6
ECOLOGY
Environment any
underground
Organization
solitary, pair, band (3–8), horde (9–20 plus 1 barbarian chief of 5th-7th
level, 1–4 hill giants and 1–6 ogres)
Treasure (hide
armor, greatclub, other treasure)
SPECIAL ABILITIES
Kinetic Redirect (Ex)
If a kinetic giant is targeted by an attack or effect that deals bludgeoning or
force damage, it stores the energy from the attack while taking no damage. For
a number of rounds equal to the number of dice of damage for the attack, the
giant doubles the damage dealt by its slam attacks; on a confirmed critical
hit, the damage is instead tripled. In lieu of increasing the damage dealt, the
giant can instead attempt a free awesome blow combat maneuver on a successful
hit with its slam attack.
Kinetic giants originated from hill giants abducted by an
underdwelling race centuries ago. Through selective breeding and precise
magical techniques, the underdwellers imbued the former hill giants with
resilience to kinetic energy. This made the giants excellent front-line
combatants as they could shrug off most weapon attacks. A surprising side
effect of the experimentation was the giants’ ability to absorb kinetic energy
and release it in their physical attacks, allowing them to unleash devastating
blows on their enemies. The giants’ controllers further tinkered with their
slaves and granted them relatively minor spellcasting capability in the form of
magic missile, which the giants could
use offensively or to bolster their own attacks. Unfortunately, many giants
broke their mental conditioning, used their powers to destroy their former
masters, and then fled. They discovered they could not return to the hills they
originally called home, though, since they could no longer abide sunlight.
Instead, they took to the caves dotting the hills and preyed on lesser giants,
cowing them and taking them as slaves.
Kinetic giants typically cast magic missile on themselves before closing for melee. When multiple
kinetic giants attack, they strike each other with their clubs before launching
an attack.
A typical kinetic giant stands 9 feet tall and weighs 1,500
pounds. The experimentation has shortened their life spans relative to hill
giants, so they live as long as humans.