Plague GiantCreature 14
Source Pathfinder Bestiary 3
Perception +25 (low-light vision)
Languages Common, Jotun
Skills Athletics +30, Intimidation +24, Religion +25, Stealth +26
Str +8, Dex +6, Con +7, Int +3, Wis +5, Cha +4
AC 35; Fort +27; Reflex +24; Will +23;
HP 285
Speed 45 feet
Immunities disease
Flail +31 (+26, +21) to hit (disarm, magical, reach 15, sweep, trip) 2d6+14 Bludgeoning + 3d6 Poison
Claw +30 (+26, +22) to hit (agile, reach 10) 3d6+14 Slashing
Rock +28 (+23, +18) to hit (brutal, range increment 120) 3d8+14 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Catch RockRequirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock
Retaliatory ScratchTrigger A creature within 10 feet makes a melee Strike against the plague giant
Effect The plague giant makes a claw Strike against the triggering creature.
Atrophic Plague (disease, divine, necromancy)Saving Throw DC 34 fortitude
Stage 1 Enfeebled 2 and Fatigued (1 day)
Stage 2 Enfeebled 3 and fatigued (1 day)
Stage 3 Enfeebled 4 and fatigued (1 day)
Stage 4 dead
Hurl CorpseThe plague giant picks up a dead or dying creature within reach and flings it at a foe. The giant makes a rock Strike, using the body instead of a rock.
If the body is a corpse, on a hit it explodes in a cloud of thick gray vapor, exposing all creatures in a 10-foot burst to atrophic plague.
If the body is a dying creature, on a hit its dying value increases by 1 (or 2 on a critical hit).
Pustulant FlailA plague giant's flail is covered in pus, causing it to deal 3d6 additional poison damage.
Throw RockThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Divine Innate Spells (DC 34, +26 to hit)
2nd Level: Death Knell
4th Level: Take its Course
5th Level: Cloudkill
Plague giants are rasping behemoths, whose weeping sores, fetid breath, and filthy fingernails all bear a terrible wasting disease. Like sewer rats or flies that swarm a fresh battlefield, plague giants bear an inborn pathogen that does little harm to the giants themselves (their wretched physical appearances are purely superficial) but can wreak devastation on afflicted victims.
Whatever their origin, the majority of plague giants are so accustomed to being viewed as monstrosities by other humanoids, giant and otherwise, that they become vehemently xenophobic. Some of their communities do permit other types of shunned humanoids-especially those with leprosy and other stigmatized diseases-to join their fold. Whether because they are expelled to the world's worst badlands or because they purposefully seek out such locales, plague giants often settle amid abandoned battlefields, sewer outlets, and other despoiled places. Their close ties to disease lead many to worship Apollyon, the Horseman of Pestilence, or other deities associated with disease. Plague giants claim that their kind is as death itself, violently rejecting the theory often touted among non-giants that they are an offshoot of some other giant ancestry afflicted with a terrible divine curse. (Most other giants also reject this theory.)
Plague giants measure 24 feet tall and weigh 15,000 pounds.
Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.