Stone Giant Defender: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 15
| Max-CR = 23


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Tank
| Role | Tank
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- Values: Y or leave blank -->


| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Dwarves like to say that they are the True Scions of the Stone, but that is a lie.
| Description | '''''This monster frequently has the Tank role, but may be set to other roles if desired.'''''


:There are many creatures that are far more attuned to the mysteries of the Solid Dark than mere dwarves.  Even the Dwarven cousins, the Duergar, are mere pretenders.
Dwarves like to say that they are the True Scions of the Stone, but that is a lie.


:Of course, the most attuned out there to the joys of Structure are also among the most alien. Earth Elementals are barely comprehensible on their best days, the soutterrain are completely monstrous in their state of being as well as their form of bodyThe Xorn are paragons of reasonable intent compared to those two tribes, and everyone is familiar with how peculiar the Xorn are.
There are many creatures that are far more attuned to the mysteries of the Solid Dark than mere dwarves. Even the Dwarven cousins, the Duergar, are mere pretenders.   


:And then, there are the Stone Giants.
Of course, the most attuned out there to the joys of Structure are also among the most alien. Earth Elementals are barely comprehensible on their best days, the soutterrain are completely monstrous in their state of being as well as their form of body.  The Xorn are paragons of reasonable intent compared to those two tribes, and everyone is familiar with how peculiar the Xorn are.


:Stone Giants are easy to overlook. They are not actively horrible, like many tribes of giants. They do not raid and murder and campaign, they do not hurl lava or call storms, they do not revel in utter evil or enjoy cannibalism. As Giants go, they're fairly benign.  
And then, there are the Stone Giants.


:Stone Giants are also thought to be rare, although there are certainly strong hints that they may be far, far more common than people think, because Stone Giants live inside stone. Much as volcanoes have Fire Giants and glaciers have Frost Giants, stone has Stone Giants.
Stone Giants are easy to overlook. They are not actively horrible, like many tribes of giants. They do not raid and murder and campaign, they do not hurl lava or call storms, they do not revel in utter evil or enjoy cannibalism. As Giants go, they're fairly benign.  


:The problem is, there is a LOT more stone than their is volcanoes or glaciers.  Every mountain, hill, and plain could be swarming with Stone Giants, in their deep nests, living contentedly in the solid stone like maggots in a fresh corpse.  There is almost no way to know for sure.
Stone Giants are also thought to be rare, although there are certainly strong hints that they may be far, far more common than people think, because Stone Giants live inside stone. Much as volcanoes have Fire Giants and glaciers have Frost Giants, stone has Stone Giants.


:Stone Giants, when they are encountered, tend to be seen underground, stepping silently out of cave walls and floors, or in mountains, emerging blinking from a cliff to peer about at the open space, bemusedIndeed, Stone Giants seem to come to the surface in the mountains mainly for the novelty of hurling huge boulders across insanely long distances, which they apparently can't do underground.  It is not uncommon to find whole tribes of Stone Giants peppered across mountaintops, booming with laughter as they engage in weird contests, blocks of stone the size of carts lofting across the sky like improbable kites....
The problem is, there is a LOT more stone than there are volcanoes or glaciersEvery mountain, hill, and plain could be swarming with Stone Giants, in their deep nests, living contentedly in the solid stone like maggots in a fresh corpse. There is almost no way to know for sure.


:Of course, there are also the occasional towns, villages, and even cities that are found...empty.  No sign of the inhabitants aside from gore, gravel, stone, and sand scattered all over, and no sign of any attackers that ever breached the gates, as if the attackers appeared from the ground, or just walked right through the walls....  Stone giants seem to be fairly benign most of the time, but they sometimes attack without warning, for reasons likely related to their internal politics, which are mysterious at best.
Stone Giants, when they are encountered, tend to be seen underground, stepping silently out of cave walls and floors, or in mountains, emerging blinking from a cliff to peer about at the open space, bemusedIndeed, Stone Giants seem to come to the surface in the mountains mainly for the novelty of hurling huge boulders across insanely long distances, which they apparently can't do underground.  It is not uncommon to find whole tribes of Stone Giants peppered across mountaintops, booming with laughter as they engage in weird contests, blocks of stone the size of carts lofting across the sky like improbable kites....


:In battle, Stone Giants are terrible foes, their blows knocking you around like a drunken sailor, and their stony skins shedding bedeviling grit and shards as you battle them. Stone Giants are able to step into and out of stone like most creatures walk across a floor, which can make fighting them a travail. Shooting at a Stone Giant is not a good plan either, as they can pluck missiles out of the air like they were born to do it, and then they will flick stones back at you like sling bullets.
Of course, there are also the occasional towns, villages, and even cities that are found...empty.  No sign of the inhabitants aside from gore, gravel, stone, and sand scattered all over, and no sign of any attackers that ever breached the gates, as if the attackers appeared from the ground, or just walked right through the walls.... Stone giants seem to be fairly benign most of the time, but they sometimes attack without warning, for reasons likely related to their internal politics, which are mysterious at best.


:Stone Giant Defenders are big, burly types, wearing more armor than most and with reflexes like a cat, who take a professors joy in battle.  They will wade right in, daring you to attack them at range, and set to battle with a will.  There is simply no good way to fight them, so putting your head down and getting through the battle is the only viable thing to try. If you can concentrate your attacks, do so, but don't let them get you mobbed up, as they will hit you from your blindside with every swing.  
In battle, Stone Giants are terrible foes, their blows knocking you around like a drunken sailor, and their stony skins shedding bedeviling grit and shards as you battle them. Stone Giants are able to step into and out of stone like most creatures walk across a floor, which can make fighting them a travail. Shooting at a Stone Giant is not a good plan either, as they can pluck missiles out of the air like they were born to do it, and then they will flick stones back at you like sling bullets.
 
Stone Giant Defenders are big, burly types, wearing more armor than most and with reflexes like a cat, who take a professors joy in battle.  They will wade right in, daring you to attack them at range, and set to battle with a will.  There is simply no good way to fight them, so putting your head down and getting through the battle is the only viable thing to try. If you can concentrate your attacks, do so, but don't let them get you mobbed up, as they will hit you from your blindside with every swing.  
   }}</onlyinclude>
   }}</onlyinclude>


| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
| Alignment | Neutral
   <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->
   <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->


| Senses = [[Standard Senses]], [[Tremorsense]] 60 ft.
  <!-- SENSES -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
   <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
| Sense-Is-Blind-to-Vision =
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
| Sense-Is-Blind-to-Sound =
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
| Sense-Is-Blind-to-Smell =
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
| Sense-Has-Low-Light-Vision =
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range = 60
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 


| NudgePerception =  
| NudgePerception =  
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| NudgeAC =  
| NudgeAC =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeHitPoints =  
| NudgeHitPoints =  
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 30 ft., [[Earth Glide]] 60 ft
  <!-- MOVE TYPES -->
   <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
        if they don't have that movement type, leave it blank                    -->
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
| Move-Type-Walk-Speed = 30
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
| Move-Type-Burrowing-Speed =
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
| Move-Type-Tunneling-Speed =
          [[Lesser Teleport]], [[Greater Teleport]]                          -->
| Move-Type-Earth-Glide-Speed = 60
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 


| NudgeSpace =  
| NudgeSpace =  
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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit = +2
| NudgePriToHit = +2
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage = hi
| NudgePriDamage = 2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit = +2
| NudgeRangedToHit = +2
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage = hi
| NudgeRangedDamage = 2
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 = Y
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Save-Mod    Optional. Add or subtract from base DC. Example: -2 lowers DC by 2.
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Frequency    Optional. Values: rounds, minutes, hours, days, moons, years. Skip to use defaults (rounds for poisons, days for diseases).
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} non-lethal damage per interval.
   Effect      list effect. Example: {{Ability-Dmg}} [[Ability Dilution|STR dilution]] and {{Standard-Dmg}} {{dmg|poison}} damage per interval.
   Fruition    list fruition. Examples: all non-lethal damage becomes lethal; victim dies; victim falls [[Prone]] and is [[Helpless]], etc.
   Fruition    list fruition. Examples: Victim takes {{Special-Alpha-Dmg}} {{dmg|poison}} damage; Victim dies; Victim falls [[Prone]] and is [[Helpless]], etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.
   F-Duration  list when the fruition expires if not healed (if ever).  Examples: full night's rest; 1d4 days; permanent until healed, etc.


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| Ability-1-Type = Su, Aura
| Ability-1-Type = Su, Aura
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Automatic after takes damage
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Any time a Stone Giant takes physical damage sufficient to pierce its Damage Resistance, sharp flakes of stone and stone dust are generated that affect all enemy creatures within its reach.  Enemy creatures within its reach when it takes physical damage suffer {{CR|n=2|op=div}} points of {{dmg|slashing}} damage, and are [[Dazzled]] by the stone dust. Note that unlike many conditions, Dazzled stacks! if you get enough stone dust in your sensory organs, it can render you quite ineffective.  
| Ability-1-Description = Any time a Stone Giant takes physical damage sufficient to pierce its Damage Resistance, sharp flakes of stone and stone dust are generated that affect all enemy creatures within its reach. This ability will activate once per round, per enemy attackerAll enemy creatures within its reach when it takes physical damage suffer {{CR}} points of {{dmg|slashing}} damage, and are [[Dazzled]] by the stone dust. Note that unlike many conditions, Dazzled stacks! If you get enough stone dust in your sensory organs, it can render you quite ineffective.  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-2-Type = Su
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Swift Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
Line 740: Line 800:
| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Free Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
Line 775: Line 839:
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


| Ability-4-Name = Strength of Stone
| Ability-4-Name =  


| Ability-4-Type = Su
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-4-Description = A Stone Giant Defender gains morale and encouragement whenever it inflicts physical damage upon any creature past any applicable defenses. All points of physical damage it inflicts heal it for an equal amount. This works on all physical damage, even its aura, but area of effect attacks only heal it for the largest single amount inflicted.  Any damage that is reduced by defenses such as DR, will also reduce the amount healed (i.e. only the damage that is actually dealt is applied as healing, not the damage before defenses are applied).
| Ability-4-Description =  
 
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:


Line 814: Line 881:
<!--  SPECIAL ABILITY 5  -->
<!--  SPECIAL ABILITY 5  -->


| Ability-5-Name = Splinterstrike
| Ability-5-Name =  
 
| Ability-5-Type =


| Ability-5-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-5-Description = If any foe that is within reach of a Stone Giant Defender makes an attack that does not include the Stone Giant either in an area of effect or in an attack roll, the Stone Giant gets may make an immediate bonus melee attack against that foe as a free action. Note that any damage they inflict with this attack feeds their Strength of Stone ability and potentially heals them.
| Ability-5-Description =  


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 857: Line 929:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 896: Line 972:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 935: Line 1,015:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 974: Line 1,058:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 981: Line 1,069:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,009: Line 1,555:
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Stone Giant Defenders are Tank-class creatures, meaning they are all about the defense. And they have defense in spades.   
| CombatTactics = Stone Giant Defenders are usually Tank-class creatures, meaning they are all about the defense. And they have defense in spades.   


:In melee, their Stony Skin aura surrounds them in clouds of gritty dust and flying stone shards as they suffer physical attacks. The Dazzled condition can quickly stack so high it renders a melee combatant ineffective, forcing melee fighters to take pauses or move around.  If you try to attack them from range, their Improved Catch Boulder ability renders them nearly immune to such things, and their Gravel Flick ability makes anything which pierces that defense painful.  Plus, Gravel Flick heals them, due to their Strength of Stone ability.
In melee, their Stony Skin aura surrounds them in clouds of gritty dust and flying stone shards as they suffer physical attacks. The Dazzled condition can quickly stack so high it renders a melee combatant ineffective, forcing melee fighters to take pauses or move around.  If you try to attack them from range, their Improved Catch Boulder ability renders them nearly immune to such things, and their Gravel Flick ability makes anything which pierces that defense painful.


:In short, there is no good way to attack them in melee without being punished, and there is no good way to attack them at range without being punished.  
In short, there is no good way to attack them in melee without being punished, and there is no good way to attack them at range without being punished.  


:To make matters even worse, they have a very good Earth Glide movement and Tremorsense.  Stone Giants are completely at home in battles on stone, and 'pop in and out' with nigh-impunity.  If you try to fly to avoid them, they are happy to throw stones at you, and their ranged boulder attacks are both deadly and Push their enemies further away. Trying to out-range a Stone Giant is a fools errand, because if pressed, they will simply vanish into the stone under their feet.
To make matters even worse, they have a very good Earth Glide movement and Tremorsense.  Stone Giants are completely at home in battles on stone, and 'pop in and out' with nigh-impunity.  If you try to fly to avoid them, they are happy to throw stones at you, and their ranged boulder attacks are both deadly and Push their enemies further away. Trying to out-range a Stone Giant is a fools errand, because if pressed, they will simply vanish into the stone under their feet.


:Stone Giants are certainly not cowards, but neither are they fanatical killers like most other sorts of giants. If they realize a battle is lost, they will withdraw promptly and without hesitation.  Forcing Stone Giants to withdraw in this way counts as a victory for the player characters in most cases, subject to GM decisions.
Stone Giants are certainly not cowards, but neither are they fanatical killers like most other sorts of giants. If they realize a battle is lost, they will withdraw promptly and without hesitation.  Forcing Stone Giants to withdraw in this way counts as a victory for the player characters in most cases, subject to GM decisions.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Very little is known about the Stone Giants deep, secluded culture. They seem to be organized into tribal units, and there are hints that there are at the least confederations of tribes, if not entire Stone Giant nations.  How many Stone Giants there are is difficult to tell, although some sages and cyphers have calculated, given the number of Stone Giant sightings, that there are probably at least as many Stone Giants as there are Hill Giants.  Given the considerably higher strength of Stone Giants, and their ability to appear anywhere, these calculations give people pause.
| OutOfCombat = Very little is known about the Stone Giants deep, secluded culture. They seem to be organized into tribal units, and there are hints that there are at the least confederations of tribes, if not entire Stone Giant nations.  How many Stone Giants there are is difficult to tell, although some sages and cyphers have calculated, given the number of Stone Giant sightings, that there are probably at least as many Stone Giants as there are Hill Giants.  Given the considerably greater danger of Stone Giants, and their ability to appear anywhere, these calculations give people pause.


:Above ground, Stone Giants are often found as skilled workers for other types of giants. They are also quite commonly found as captives and slaves of less scrupulous giant tribes. It seems that Stone Giants can be easily restrained from using their Earth Glide, perhaps by special manacles, or the intervention of professional slave-takers such as Hobgoblins of Aranea.  As a result, it is not uncommon to see Stone Giants enslaved by Frost Giants, or serving in economic serf-hood to Fire Giants.  More powerful giant clans also make use of Stone Giant skills, such as the dread Fomaori.
Above ground, Stone Giants are often found as skilled workers for other types of giants. They are also quite commonly found as captives and slaves of less scrupulous giant tribes. It seems that Stone Giants can be easily restrained from using their Earth Glide, perhaps by special manacles, or the intervention of professional slave-takers such as Hobgoblins, or Aranea.  As a result, it is not uncommon to see Stone Giants enslaved by Frost Giants, or serving in economic serf-hood to Fire Giants.  More powerful giant clans also make use of Stone Giant skills, such as the dread Fomaori.


:In the Unterwelt, Stone Giants are surprisingly rare, but when they do show up, it tends to be in considerable force, as they apparently have some sort of migratory nomadic system underway.  
In the Unterwelt, Stone Giants are surprisingly rare, but when they do show up, it tends to be in considerable force, as they apparently have some sort of migratory nomadic system underway.  





Latest revision as of 21:44, 11 February 2023

Stone Giant Defender (TankCR 18)

Neutral - Large - Humanoid (Giant)
Lore: Know (Local)
36 51
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
40 +30
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
42
Man Def
Shield Icon 3.png
45
Monster Health
1,494 747 34
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +20
Refl: +15
Will: +18

Strong Against:

  • DR 34/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), bypassed by weapons with Sunder (Quality)
  • (Tank Role) Immunity (no effect): Tanks are immune to all effects which are not damage, except those they choose to allow to affect them. Attacks which deal damage and include a secondary effect (such as forced movement or a debuff) can only inflict the damage. (Abilities which specifically state they bypass the condition immunity of roles, such as a Prowler's Encroaching Jolt, also bypass this immunity.)
  • Immune (no effect): forced movement, Quelled, Prone, Splayed
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+29
Sword Icon 3.png
Man Off
+32
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Stone Club +29 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)
    plus: Slides target up to 1 square per hit

Full Attack (Melee):

  • 3x Stone Club +29 (4d8+19/19-20 x2)
    as bludgeoning (physical, common)
    plus: Slides target up to 1 square per hit

Standard Attack (Ranged):

  • 1x Hurled Stone +29 (4d8+25/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 150 ft.; Max Range: 1500 ft.)
    plus: Pushes target up to 2 squares per hit

Full Attack (Ranged):

  • 3x Hurled Stone +29 (4d8+19/19-20 x2)
    as bludgeoning (physical, common)
    (Increment: 150 ft.; Max Range: 1500 ft.)
    plus: Pushes target up to 2 squares per hit

Siege Damage: Not siege capable

Statistics

44
STR
12
DEX
34
CON
12
INT
8
WIS
14
CHA

Skills:

Languages: Giant, Common

Feats:

Special Abilities

Stony Skin (Su, Aura) Automatic after takes damage

Any time a Stone Giant takes physical damage sufficient to pierce its Damage Resistance, sharp flakes of stone and stone dust are generated that affect all enemy creatures within its reach. This ability will activate once per round, per enemy attacker. All enemy creatures within its reach when it takes physical damage suffer 18 points of slashing (physical, common) damage, and are Dazzled by the stone dust. Note that unlike many conditions, Dazzled stacks! If you get enough stone dust in your sensory organs, it can render you quite ineffective.

Gravel Flick (Su) Swift Action 1/Rnd

As a swift action up to once per round, a Stone Giant may snap its fingers and fire off a small shard of stone at any creature who has damaged it from beyond its melee reach. Gravel Flick inflicts 4d8+19 points of bludgeoning (physical, common) damage, and allows the Giant to Push the target one square. Affected targets are allowed a Reflex saving throw, DC 28, to reduce the damage by half and negate the Push.

Improved Catch Boulders (Ex) Free Action

As a free action, a Stone Giant may roll a d20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows, bolts, bullets, or any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and items. If the Giant rolls a 4 or higher on this d20 roll, it successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it. Using this ability on a weapon with Returning means the attack is interrupted and lost but the weapon still returns to the wielder.

Defy Death (Ex; Tank Role) Auto Upon Death
The first time in an encounter that a Tank is reduced to zero or fewer hit points, it is not killed. Instead, it gains immunity to all damage and effects until the beginning of its next turn, and its hit points are set to half its normal maximum (747 hit points). The Tank remains standing throughout all of this, and its ability to take actions (e.g. making attacks of opportunity or using its Dangerous to Ignore special ability) is not hampered in any way during this period of immunity. Despite suffering no obvious in-game effects, the Tank will still use this opportunity to gloat and taunt its enemies as it stands unbroken against their assault. It is obvious to anyone who successfully hits the tank during this period of immunity that the Tank is suffering no damage from their attacks.

At the beginning of its next turn, the Tank may immediately slide up to 10 feet (2 squares) as forced movement which does not provoke attacks of opportunity, and then perform a Pull on up to 4 creatures it can perceive, sliding them up to 5 squares closer to itself. Each square of this forced movement must bring each targeted creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature(s) may fall voluntarily prone in order to halt the movement at any point, if they wish. Once the Pull is resolved, the Tank's immunity to damage expires, and it can perform its turn as normal. The Tank's immunity to damage expires at the start of its turn even if it elects not to slide itself or pull any creatures with this ability.

The Tank is killed for good the second time its hit points are reduced to zero or less.

Dangerous to Ignore (Ex; Tank Role) Immediate Action
Once per round, when a creature within 15 feet of the Tank performs an attack against anyone who isn't the Tank, or fails to include the Tank in the attack, the Tank may, as an Immediate Action, Slide up to two squares (10 feet) and perform a bonus attack against that creature. This bonus attack is resolved before the target creature resolves their own attack. If the creature is still alive after the Tank finishes, the target can resolve their attack as normal.

Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter
At the start of any encounter, even during an encounter with a surprise round, Tanks gain a number of temporary hit points equal to their Bloodied Hit Points value (747 hit points). This ability can never be used more than once per encounter.

Agitation (Ex; Tank Role) Free Action 1/Rnd
Up to once per round as a free action, the Tank can target a creature within 40 feet to which they have both line of sight and line of effect, and Pull that creature up to 5 squares closer to the Tank. Each square of this forced movement must bring the creature closer to the tank (movement into squares that are the same distance as the current space or further away from the current space is not permitted). Since this is forced movement, it does not provoke attacks of opportunity, and the target creature may fall voluntarily prone in order to halt the movement at any point, if they wish.

In addition, if the target is an enemy creature, it gains the Vexed condition until the start of the Tank's next turn. If the target creature is an ally of the Tank, using Agitation on them removes any status condition they are currently affected by, and doing so does not cause a synergy to trigger.

Stone Giant Defender

Stone Giant Defender

This creature possesses the Tank role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

This monster frequently has the Tank role, but may be set to other roles if desired.

Dwarves like to say that they are the True Scions of the Stone, but that is a lie.

There are many creatures that are far more attuned to the mysteries of the Solid Dark than mere dwarves. Even the Dwarven cousins, the Duergar, are mere pretenders.

Of course, the most attuned out there to the joys of Structure are also among the most alien. Earth Elementals are barely comprehensible on their best days, the soutterrain are completely monstrous in their state of being as well as their form of body. The Xorn are paragons of reasonable intent compared to those two tribes, and everyone is familiar with how peculiar the Xorn are.

And then, there are the Stone Giants.

Stone Giants are easy to overlook. They are not actively horrible, like many tribes of giants. They do not raid and murder and campaign, they do not hurl lava or call storms, they do not revel in utter evil or enjoy cannibalism. As Giants go, they're fairly benign.

Stone Giants are also thought to be rare, although there are certainly strong hints that they may be far, far more common than people think, because Stone Giants live inside stone. Much as volcanoes have Fire Giants and glaciers have Frost Giants, stone has Stone Giants.

The problem is, there is a LOT more stone than there are volcanoes or glaciers. Every mountain, hill, and plain could be swarming with Stone Giants, in their deep nests, living contentedly in the solid stone like maggots in a fresh corpse. There is almost no way to know for sure.

Stone Giants, when they are encountered, tend to be seen underground, stepping silently out of cave walls and floors, or in mountains, emerging blinking from a cliff to peer about at the open space, bemused. Indeed, Stone Giants seem to come to the surface in the mountains mainly for the novelty of hurling huge boulders across insanely long distances, which they apparently can't do underground. It is not uncommon to find whole tribes of Stone Giants peppered across mountaintops, booming with laughter as they engage in weird contests, blocks of stone the size of carts lofting across the sky like improbable kites....

Of course, there are also the occasional towns, villages, and even cities that are found...empty. No sign of the inhabitants aside from gore, gravel, stone, and sand scattered all over, and no sign of any attackers that ever breached the gates, as if the attackers appeared from the ground, or just walked right through the walls.... Stone giants seem to be fairly benign most of the time, but they sometimes attack without warning, for reasons likely related to their internal politics, which are mysterious at best.

In battle, Stone Giants are terrible foes, their blows knocking you around like a drunken sailor, and their stony skins shedding bedeviling grit and shards as you battle them. Stone Giants are able to step into and out of stone like most creatures walk across a floor, which can make fighting them a travail. Shooting at a Stone Giant is not a good plan either, as they can pluck missiles out of the air like they were born to do it, and then they will flick stones back at you like sling bullets.

Stone Giant Defenders are big, burly types, wearing more armor than most and with reflexes like a cat, who take a professors joy in battle. They will wade right in, daring you to attack them at range, and set to battle with a will. There is simply no good way to fight them, so putting your head down and getting through the battle is the only viable thing to try. If you can concentrate your attacks, do so, but don't let them get you mobbed up, as they will hit you from your blindside with every swing.

Combat Tactics

Stone Giant Defenders are usually Tank-class creatures, meaning they are all about the defense. And they have defense in spades.

In melee, their Stony Skin aura surrounds them in clouds of gritty dust and flying stone shards as they suffer physical attacks. The Dazzled condition can quickly stack so high it renders a melee combatant ineffective, forcing melee fighters to take pauses or move around. If you try to attack them from range, their Improved Catch Boulder ability renders them nearly immune to such things, and their Gravel Flick ability makes anything which pierces that defense painful.

In short, there is no good way to attack them in melee without being punished, and there is no good way to attack them at range without being punished.

To make matters even worse, they have a very good Earth Glide movement and Tremorsense. Stone Giants are completely at home in battles on stone, and 'pop in and out' with nigh-impunity. If you try to fly to avoid them, they are happy to throw stones at you, and their ranged boulder attacks are both deadly and Push their enemies further away. Trying to out-range a Stone Giant is a fools errand, because if pressed, they will simply vanish into the stone under their feet.

Stone Giants are certainly not cowards, but neither are they fanatical killers like most other sorts of giants. If they realize a battle is lost, they will withdraw promptly and without hesitation. Forcing Stone Giants to withdraw in this way counts as a victory for the player characters in most cases, subject to GM decisions.

Out of Combat

Very little is known about the Stone Giants deep, secluded culture. They seem to be organized into tribal units, and there are hints that there are at the least confederations of tribes, if not entire Stone Giant nations. How many Stone Giants there are is difficult to tell, although some sages and cyphers have calculated, given the number of Stone Giant sightings, that there are probably at least as many Stone Giants as there are Hill Giants. Given the considerably greater danger of Stone Giants, and their ability to appear anywhere, these calculations give people pause.

Above ground, Stone Giants are often found as skilled workers for other types of giants. They are also quite commonly found as captives and slaves of less scrupulous giant tribes. It seems that Stone Giants can be easily restrained from using their Earth Glide, perhaps by special manacles, or the intervention of professional slave-takers such as Hobgoblins, or Aranea. As a result, it is not uncommon to see Stone Giants enslaved by Frost Giants, or serving in economic serf-hood to Fire Giants. More powerful giant clans also make use of Stone Giant skills, such as the dread Fomaori.

In the Unterwelt, Stone Giants are surprisingly rare, but when they do show up, it tends to be in considerable force, as they apparently have some sort of migratory nomadic system underway.

Rewards

XP: 307,200 (Tank role included.)

Treasure: Sellable Goods worth 135,778 gp.

Weight: 360 lbs.     Volume: 14.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)