Illus. by W. England
MONSTERS
CHAPTER 7
GIANT, TOTEM
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Large Giant (Incarnum) Hit Dice: 13d8+52 (110 hp) Initiative: +1 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 23 (–1 size, +1 Dex, +10 natural, +3 hide), touch 10, flat-footed 22 Base Attack/Grapple: +9/+19 Attack: Greatclub +14 melee (2d8+9) or slam +14 melee (1d4+6) or rock +9 ranged (2d8+6) or trill (stun) Full Attack: Greatclub +14/+9 melee (2d8+9) or 2 slams +14 melee (1d4+6) or rock +9 ranged (2d8+6) or trill (stun) Space/Reach: 10 ft./10 ft. Special Attacks: Rage, rock throwing, soulmelds Special Qualities: Darkvision 60 ft., essentia pool 3, lowlight vision, resistance to cold 10, rock catching, totem chakra bind Saves: Fort +12, Ref +5, Will +12 Abilities: Str 23, Dex 13, Con 19, Int 10, Wis 15, Cha 10 Skills: Climb +13, Concentration +12, Intimidate +5, Spot +8, Survival +11 Feats: Bonus Essentia, Cleave, Cobalt Rage, Iron Will, Power Attack Environment: Temperate forests Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting party (6–9 plus 1 3rd-level barbarian or 3rd-level totemist plus 1 magical beast), or tribe (21-30 plus 35% noncombatants plus 1–3 3rd-level barbarians or totemists plus 1–3 magical beasts) Challenge Rating: 10 Treasure: Standard Alignment: Usually lawful neutral or chaotic neutral Advancement: By character class Level Adjustment: +4
creatures. The beasts revered by a particular tribe are depicted on totem poles within the giants’ camp, and in the many tattoos that adorn their bodies. Large groups of totem giants typically travel with one or more of the magical beasts that the tribe reveres. Appropriate magical beasts include owlbears, winter wolves, chimeras, bulettes, and other fearsome creatures. Unlike other giants, a totem giant has a good Will save (+2 plus 1/2 HD). Totem giants speak Giant.
COMBAT
Totem giants are not easily provoked, but they can be dangerous when aggravated. Each tribe uses slightly different tactics designed to emulate the combat style of its totem beasts and maximize the effectiveness of its members’ totemist soulmelds. Rage (Ex): Once per day, a totem giant can enter a state of fierce rage that lasts for 9 rounds. The following changes are in effect as long as he rages: hp increase by 26; AC 21, touch 8, flat-footed 20; Grp +21; Atk +16 melee (2d8+15, greatclub) or +16 melee (1d4+11, slam) or +9 ranged (2d8+8, rock); Full Atk +16/+11 melee (2d8+15, greatclub) or +16 melee (1d4+11, 2 slams) or +9 ranged (2d8+8, rock); SV Fort +14, Will +17; Str 27, Con 23; Climb +15. At the end of his rage, the totem giant is fatigued for the duration of the encounter. The Cobalt Rage feat grants him +1 insight bonus on melee damage rolls and Will saves while he rages. The 2 points of essentia that he typically has invested in his Cobalt Rage feat grant him an additional +2 insight bonus on weapon damage rolls and Will saves while he rages (included in the statistics above). Rock Throwing (Ex): The range increment for a totem giant’s thrown rocks is 120 feet. He uses both hands when throwThis giant stands nearly twice ing a rock. the height of a man. Most Soulmelds (Su): A totem giant can shape two soulmelds, drawn of its tanned skin is covered from the totemist list. He curwith tattoos of many strange beasts, and a mop of black hair rently has the following soulmelds shaped. Each of these soulmelds sprouts from its head. has an essentia capacity of 3 (or 4 if bound to his totem chakra). Totem giants are true giants who revere magical beasts and have The sample totem giant currently learned how to draw their power has the following soulmelds into themselves through the use shaped and bound. of incarnum. Frost Helm (Su): A totem An adult totem giant stands giant gains a +5 bonus on Balapproximately 11 feet tall and weighs ance checks made on ice and about 1,200 pounds. His skin is tattooed resistance to cold 10. Because with images of totem beasts. this soulmeld is bound to his Totem giant totem chakra, he also gains a trill attack All totem giants possess some small amount of meldshaping ability that they use to shape that stuns three creatures within 20 feet for 1d4 rounds (Will totemist soulmelds. Typically, a tribe of totem giants holds negates, DC 16). a few specific kinds of magical beasts in high regard, and Great Raptor Mask (Su): A totem giant gains a +6 competence bonus on Spot checks. their soulmelds are drawn from the abilities of those