Stone Giant Defender (Tank; CR 18)
Neutral - Large - Monstrous Humanoid
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Initiative
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27
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Defense
AC
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42
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Man Def
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45
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Monster Health
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1,494 |
747 |
34
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+20
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Refl: |
+15
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Will: |
+18
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Strong Against:
- DR 18/-
- (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
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Size: |
Large
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10 ft. |
10 ft.
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Space |
Reach
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To-Hit
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+29
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Man Off
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+32
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Standard Attack (Melee):
- 1x Stone Club +29 (0/19-20 x2)
as undefined damage type
plus Slide, up to 1 square per successful attack
Full Attack (Melee):
- 3x Stone Club +29 (4d8+19/19-20 x2)
as undefined damage type
plus Slide, up to 1 square per successful attack
Standard Attack (Ranged):
- 1x Hurled Stone +29 (0/19-20 x2)
as undefined damage type
(Increment: 150 ft.; Max Range: 1500 ft.)
plus 2 squares Push per successful attack
Full Attack (Ranged):
- 3x Hurled Stone +29 (4d8+19/19-20 x2)
as undefined damage type
(Increment: 150 ft.; Max Range: 1500 ft.)
plus 2 squares Push per successful attack
Siege Damage: Not siege capable
Statistics
Feats:
Special Abilities
Stone Skin, Aura (Su)
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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 9 points of physical 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.
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Gravel Flick (Su)
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As a swift action, once each 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 physical bludgeoning damage, and allows the Giant to Push the target one square. Affected targets are allowed a Reflex saving throw to reduce the damage by half, and negate the Push.
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Improved Catch Boulders (Ex)
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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 and bolts and bullets, and 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 or Greater Returning means the attack is interrupted and lost but the weapon still returns to the wielder.
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Strength of Stone (Su)
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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 heals 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 amount inflicted.
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Defy Death (Ex; Tank Role) Auto Upon Death
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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.
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Dangerous to Ignore (Ex; Tank Role) Immediate Action
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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.
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Invigorating Bloodthirst (Ex; Tank Role) Auto At Start of Encounter
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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.
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Agitation (Ex; Tank Role) Free Action 1/Rnd
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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.
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Stone Giant Defender
This creature possesses the Tank role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.
Combat Tactics
Out of Combat
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
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1 - 8 |
Nothing Found
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9 - 12 |
1 Languid Remnant (tier 1)
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13 - 15 |
1 Pale Remnant (tier 2)
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16 - 18 |
1 Bright Remnant (tier 3)
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19 - 20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 3 |
4 Languid Remnants (tier 1)
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4 - 7 |
4 Pale Remnants (tier 2)
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8 - 11 |
1 Intense Remnant (tier 4)
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12 - 15 |
1 Blazing Remnant (tier 5)
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16 - 18 |
1 Vital Remnant (tier 6)
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19 - 20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 3 |
4 Bright Remnants (tier 3)
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4 - 5 |
4 Intense Remnants (tier 4)
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6 - 8 |
4 Blazing Remnants (tier 5)
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9 - 11 |
4 Vital Remnants (tier 6)
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12 - 15 |
1 Prime Remnant (tier 7)
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16 - 18 |
1 Mythic Remnant (tier 8)
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19 - 20 |
1 Empyrean Remnant (tier 9)
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