🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Smog GiantCreature 7


Rare​CE​Large​Giant​Humanoid​
Source Pathfinder #179: Cradle of Quartz
Perception +13 (low-light vision)
Languages Common, Jotun, Kelish
Skills Athletics +17, Intimidation +15, Survival +13
Str +6, Dex +2, Con +4, Int -2, Wis +2, Cha +2

AC 23; Fort +17; Reflex +15; Will +13;
HP 145
Speed 35 feet
Resistances Fire 10, Poison 10

Headbutt One Action +18 (+13, +8) to hit 2d10+8 Bludgeoning
Fist One Action +18 (+14, +10) to hit (agile, reach 10) 2d8+8 Bludgeoning
Shrapnel One Action +16 (+11, +6) to hit (range 30, versatile p) 2d4+8 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Catch Rock Reaction

Requirements 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

Explosive Headbutt Two Actions

The smog giant cracks their neck, triggering pockets of black powder at the base of their skull to impart additional power to their attack. The giant then attempts a headbutt Strike. This counts as two attacks when calculating the giant's attack penalty. If this Strike hits, it deals 2d10+8 bludgeoning damage and the creature struck must attempt a DC 25 fortitude save.


Critical Success The creature suffers no additional effect.

Success The creature takes an additional 1d10 bludgeoning damage.

Failure The creature takes an additional 2d10 bludgeoning damage and is knocked Prone if it's Large or smaller.

Critical Failure As failure, but without a size limit.

Shrapnel

A smog giant has a dozen implanted knives, rocks, chunks of metal, spikes, and other adornments that they can fire from their body with great force to make ranged shrapnel Strikes. Once a smog giant has used all 12 shots, they must replace them one at a time using a 1-minute Interact activity.


Corrupting magical storms and the interference of unethical gear- smiths birthed the first of the so-called smog giants. These hot-tempered behemoths all originate from a clan of unfortunate hill giants which became so attuned to their strange environment they developed unique mutations and incredibly violent dispositions. For all their physical abnormalities, it's still fair to say the violent confrontations common along the Western Ravage are the true cause of smog giants' monstrous nature.

Smog giants can eat meat and bone, but they prefer diets of black powder and the raw materials that make up this alchemical concoction. Their bodies store repositories of the stuff infused with the unstable occult energies that lace their flesh, granting them the ability to "crack" these pockets of subdermal explosives when they attack, much like a tough cracking their knuckles during a fight. In this case however, the results are much more violent—especially when coupled with the large quantities of weaponized body piercings and adornments smog giants often wear.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.