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Giants



Giants, also known as Jotunn, are a people who are infused with magic much like dragons. Most of them are fairly large in stature, most ranging between 10 and 20 feet tall. Many giants claim their lineage back to the mysterious entities known as the Titans, who once ruled the mortal world in ages past before being usurped by their own children who are now the pagan gods.



CREATURE TRAITS (17 XP)



ATTRIBUTES (2 XP)



LANGUAGES (1 XP)



INNATE ABILITIES (14 XP)



VARIANTS


CLOUD GIANTS
Also known as Air Giants, Beanstalk Giants, and Golden Giants, the Cloud giants often reside in high mountains. Their mages often specialize in air magic and build large floating castles enshrouded by clouds to hide their presence. Cloud giants stalk lands for treasures and food, including hunting smaller humanoids.

Cloud Walk (4 XP): Cloud Giants have the Great Leap trait allowing them to jump three times as far as their check result would normally indicate and treating all leaps they make as having a running head start of half their base speed. They also have Air Walk as an innate elemental power.


CYCLOPS
Also known as Seer Giants, Island Giants, and Water Giants, the Cyclopsi are the favored of the Midland gods, particularly the sea god, Poseidon, who is rumored to have created their particular breed of giant. Cyclopsi have only one large eye, but can see their own death in the future. They often use their foresight to change their fate, and avoid death many times. This is why most cyclopsi only die from old age, natural disasters, or divine intervention beyond their abilities to escape. Unfortunately, it is also why so many are arrogant, brutal, and ruthless. They crave the flesh of other humanoids, and though not brave enough to fight other giants, they prey upon any smaller people unfortunate enough to wander near their islands.

Foreseeing Eye (4 XP): Cyclopsi can see their own possible death in the future. They have only one eye and suffer double the normal range increment penalties to sight-based Perception checks and ranged attack rolls but all attacks against them also suffer double the normal range increment penalty. They also have the uncanny dodge feat, and, whenever reduced to 0 or less hit points, they can make a Will saving throw against DC10 + the damage exceeding their remaining hit points or the DC of the effect (whichever is greater). If their save matches or beats this DC, they return to 1 hit point immediately.


ETTINS
Two-headed giants.

Two-heads are Better than One (4 XP): Ettins always have advantage on Perception checks and saves against confusion, emotion, enhancements, illusions, and mental effects that target only one creature. However, they don't apply this benefit against effects that target 2 or more creatures and include heads.


FIRE GIANTS
Flaming hair.

Fireborn (4 XP): Fire giants have Resistance (Fire) II.


FROST GIANTS
Icy hair.

Frostborn (4 XP): Fire giants have Resistance (Cold) II.


OGRE
Green hair.

Acidic (4 XP): Ogres have Resistance (Acid, Disease, Poison) I traits. They also have the Light Sensitivity I flaw.


STORM GIANTS
Storm giants are often confused with cloud giants because of their shared presence in the sky and mountains, but storm giants are masters of electricity and thunder. Their mages and shamans are easily capable of calling down lightning and summoning storms as well as calming storms.

Stormborn (4 XP): Storm giants have Resistance (Electricity, Sonic) I.



ADDITIONAL ABILITIES