Ogre
This lumbering giant’s beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth.
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth. An ogre revels in the misery of others. When smaller races aren’t available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family. Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command. Regions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk. Ogre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres’ cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish. An ogre’s great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards. A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.
CE Large (giant)
Init –1; Senses 60 ft., ; Perception +5
DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
OFFENSE
Speed 30 ft. (40 ft. base)
Melee greatclub +7 (2d8+7)
Ranged javelin +1 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Languages Giant
ECOLOGY
Environment temperate or cold hills
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)
Ogre Spider
This towering spider is the size of an elephant. Its legs have spiky joints and its face looks vaguely, but disturbingly, humanoid.
Ogre spiders are brutal, terrifying hunters that spin tangled webs capable of encasing entire trees. So-named because the arrangement of its eyes and mandibles gives it a face unnervingly similar to that of an ogre as much as for their size, ogre spiders can fit into nooks and tunnels far more narrow than one might expect.
N Huge
Init +2; Senses 60 ft., 60 ft.; Perception +5
DEFENSE
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 52 (7d8+21)
Fort +8, Ref +4, Will +3
mind-affecting effects
OFFENSE
Speed 40 ft., 40 ft.
Melee bite +8 (2d8+7 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks (+5 ranged, DC 16, hp 7)
STATISTICS
Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
Base Atk +5; +12; CMD 24 (36 vs. trip)
Skills Climb +29, Perception +5, Stealth –2
Racial Modifiers +16 Climb, +4 Perception, +4 Stealth
SQ
ECOLOGY
Environment temperate or cold hills or underground
Organization solitary or pair
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 18 (includes +2 racial bonus); frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Dex; cure 1 save.
Ved
This hairy humanoid’s misshapen head appears too large for its body and it wields a lumpy, primitive club.
Brutish and rather stupid, veds are clannish and shun even lightly populated areas, preferring cold hills and mountains. Occasionally, a gang of veds (often an adult leading two or three adolescents) carries out raids on remote mining camps or other establishments in the hills, claiming the lives of a half dozen people or so and collecting whatever baubles, food, and useful raw materials they find. They rarely strike against larger settlements, and don’t pursue sentient creatures that flee their attacks. Clans of veds usually consist of a few mated pairs, their offspring, and one or two aged specimens that are left to die if they become unable to pull their own weight. Veds consider training their young a responsibility of every adult member of the clan. Veds enjoy simple sports that emphasize strength and athleticism, particularly variations on tag or catch. The most popular game veds play, called simply “topple,” involves stacking a pile of stones or logs and taking turns attempting to blow it over. They make larger and larger stacks until one of the competitors fails to blow it down. Even in sport, veds are brutal, and tend to deliver a quick beating to the loser of any game. They are pragmatic, however, and avoid injuries that will slow the loser down. Veds are omnivores; they prefer raw meat, but aren’t averse to consuming tree bark for nourishment. Though they have no compunctions about killing sentient creatures, they rarely eat them. They simply leave the bodies to rot or—for particularly sadistic or desperate veds—use the corpses as bait for catching wild game. Perhaps the most unusual aspect of the veds is their enormous lung capacity, which they are able to use aggressively. These giants can expel air from their lungs in a mighty blast, extinguishing small fires and knocking prone any who stand before them. The veds then descend on their victims, pummeling their prey viciously with their simple but effective clubs.
NE Large (giant)
Init –1; Senses ; Perception +6
DEFENSE
AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
hp 57 (6d8+30)
Fort +7, Ref +1, Will +6
OFFENSE
Speed 30 ft.
Melee club +10 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks gale breath
STATISTICS
Str 25, Dex 8, Con 20, Int 7, Wis 12, Cha 9
Base Atk +4; +12 (+14 bull rush); CMD 22 (24 vs. bull rush)
Feats Awesome Blow, Improved Bull Rush, Power Attack
Skills Climb +7 (+11 when climbing rocks), Intimidate +4, Perception +6, Survival +6 (+10 in snow)
Racial Modifiers +4 Climb when climbing rocks, +4 Survival in snow
Languages Giant
ECOLOGY
Environment cold hills or mountains
Organization solitary, pair, gang (3–5), or clan (6–16)
Treasure standard
SPECIAL ABILITIES
Gale Breath (Su) Every 1d4 rounds as a full-round action, a ved can draw in a mighty breath and expel it outward in a 30-foot cone. Targets within the first 10-foot segment of this cone must succeed at a DC 18 Strength check or be knocked prone. Those who succeed at this check and all other targets in the cone treat the effects of the gale breath as a gust of wind spell. The DC is Constitution-based.
Ettin
This lumbering, filthy, two-headed giant wears tattered remnants of leather armor and clutches a large flail in each fist.
Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads provide them with unparalleled powers of perception, making them excellent guards. Ettins superficially resemble hill or stone giants, although their tusked facial features betray orc blood in their lineage. They have pinkish-brown skin, but ettins never bathe if they can help it, which usually leaves them so grimy and dirty their skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years. Ettins have no language of their own but speak a pidgin of Giant, Goblin, and Orc. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: if the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5. Though ettins aren’t very intelligent, they are cunning fighters. They prefer to ambush their victims rather than charge into a fight, but once the battle has started, an ettin fights furiously until all enemies are dead. Ettins lead solitary lives, establishing lairs in secluded rocky caves and hollows, often surrounded by pits and trenches. Ettins sometimes keep cave bears as pets and guardians for their lairs. A particularly powerful ettin may attract a gang of a few followers, possibly with several goblin or orc allies. Such gatherings are the exception rather than the rule, however, and seldom last long, with individual ettins going their separate ways when opportunities for pillage and plunder decrease or if the leader is killed. Mated couples usually come together to breed for only a short time before going off on their own again. Young ettins mature quickly, reaching adult size within a year, when they are kicked out to fend for themselves.
CE Large (giant)
Init +3; Senses ; Perception +12
DEFENSE
AC 18, touch 8, flat-footed 18; (+2 armor, –1 Dex, +8 natural, –1 size)
hp 65 (10d8+20)
Fort +9, Ref +2, Will +5
OFFENSE
Speed 40 ft.
Melee 2 flails +12/+7 (2d6+6)
Ranged 2 javelins +5 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks superior two-weapon fighting
STATISTICS
Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Base Atk +7; +14; CMD 23
Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack
Skills Handle Animal +8, Perception +12
Racial Modifiers +4 on Perception
Languages pidgin of Giant, Goblin, and Orc
ECOLOGY
Environment cold hills
Organization solitary, pair, gang (3–6), troupe (1–2 plus 1–2 brown bears), band (3–6 plus 1–2 brown bears), or colony (3–6 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins)
Treasure standard (leather armor, 2 flails, 4 javelins, other treasure)
SPECIAL ABILITIES
Superior Two-Weapon Fighting (Ex) An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Glacier Toad
This improbably large toad has pale blue flesh and a body covered with jagged, icy growths.
Glacier toads are strange, magical cousins of the more common giant toads. None can say for certain whether they were bred, or evolved from exposure to elemental energies. Glacier toads have no practical use for most treasure, but have a fondness for shiny objects like gems and glowing items.
N Large (cold)
Init +1; Senses , ; Perception +11
Aura bitter cold (20 ft.)
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 73 (7d10+35)
Fort +10, Ref +8, Will +3
cold
Weaknesses to fire
OFFENSE
Speed 30 ft., 15 ft.
Melee bite +13 (2d6+9 plus 1d6 cold and )
Space 10 ft.; Reach 10 ft.
Special Attacks (1d4 bludgeoning and 1d6 cold, AC 14, 7 hp)
STATISTICS
Str 23, Dex 13, Con 20, Int 5, Wis 12, Cha 6
Base Atk +7; +14 (+18 grapple); CMD 25 (29 vs. trip)
Feats Lightning Reflexes, Power Attack, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +9 (+13 jumping), Perception +11, Stealth +6 (+14 in snow), Swim +14
Racial Modifiers +4 Acrobatics, (+8 jumping), +4 Stealth (+12 in snow)
Languages Aklo
ECOLOGY
Environment cold hills or glaciers
Organization solitary, pair, or knot (3–12)
Treasure standard
SPECIAL ABILITIES
Bitter Cold (Su) All creatures within 20 feet of a glacier toad take 1d6 points of cold damage each round on the toad’s turn.
Ogre Mage
Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.
The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh—in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask.
LE Large (giant, native, oni, shapechanger)
Init +7; Senses 60 ft., ; Perception +13
DEFENSE
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size)
hp 92 (8d10+48); 5 (fire or acid)
Fort +12, Ref +5, Will +10
19
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee greatsword +14/+9 (3d6+10)
Ranged composite longbow +10 (2d6+7)
Space 10 ft.; Reach 10 ft.
(CL 9th; concentration +12)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16)
STATISTICS
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +8; +16; CMD 29
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will
Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ (Small, Medium, or Large humanoid; alter self or giant form I), flight
ECOLOGY
Environment cold hills
Organization solitary, pair, or patrol (1–2 plus 2–4 ogres)
Treasure double (chain shirt, greatsword, composite longbow [+7 Str] with 20 arrows, other treasure)
Bisha Ga Tsuku
Two clawed feet extend from a mysterious mobile fog bank, and dark eyes glow balefully from the mist.
Bisha ga tsukus are formed from souls drained of warmth, life, and love, leaving nothing but an empty void that can be filled only by taking from others. The creature is a horrific amalgamation of flesh comprising long feelers and a huge, distended sac. Its victims never see these features, however, since a bisha ga tsuku’s presence sucks the warmth from the atmosphere around it, freezing the air into a dense cloud of icy mist. On an already foggy evening, the only sign of a bisha ga tsuku’s presence is its three-toed feet making a squishing sound reminiscent of “bisha bisha” on the loose slush left behind by its hoarfrost halo. Bisha ga tsukus feed upon souls. Though their presence can disperse soul energy around them, they gain far more nourishment when they inhale a soul through the pores in their feelers. A bisha ga tsuku that gorges itself stores excess souls and dying heartbeats in its sac, mixing them with frost and chill until a new bisha ga tsuku forms within and bursts out.
NE Medium (cold, native)
Init +10; Senses 60 ft.; Perception +19
Aura (30 ft., DC 20), hoarfrost halo (30 ft., DC 20)
DEFENSE
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 114 (12d10+48)
Fort +12, Ref +10, Will +12
cold; 20
Weaknesses to fire
OFFENSE
Speed 15 ft., 60 ft. (good)
Melee 3 tentacles +18 (2d6+5/19–20 plus 1d6 cold)
Space 5 ft.; Reach 5 ft. (15 ft. with tentacles)
Special Attacks sneak attack +1d6, soul-thieving chill
(CL 12th; concentration +16)
3/day—detonate (DC 18, cold only)
1/day—cold ice strike (DC 20), freezing sphere (DC 20), wall of ice (DC 18)
STATISTICS
Str 20, Dex 22, Con 18, Int 13, Wis 19, Cha 19
Base Atk +12; +17; CMD 33 (can’t be tripped)
Feats Dazing Assault, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Power Attack, Weapon Focus (tentacle)
Skills Acrobatics +21, Fly +25, Knowledge (geography) +15, Knowledge (nature) +14, Knowledge (planes) +11, Perception +19, Spellcraft +12, Stealth +21
Languages Common (can’t speak)
ECOLOGY
Environment cold hills or mountains
Organization solitary
Treasure none
SPECIAL ABILITIES
Hoarfrost Halo (Su) A bisha ga tsuku projects an aura of cold that freezes the surrounding air into a dense cloud of icy mist. This functions similarly to the spell obscuring mist, but the bisha ga tsuku can see through its own hoarfrost halo, and the halo moves with the bisha ga tsuku in a 30-foot radius. Creatures in the aura take 2d6 points of cold damage at the start of their turn due to the intense cold. This aura can be dispelled, but the bisha ga tsuku can resume or dismiss its hoarfrost halo as a free action.
Soul-Thieving Chill (Su) Any creature that takes cold damage from a bisha ga tsuku’s tentacle attack or hoarfrost halo must succeed at a DC 20 Fortitude save or take 1d4 points of Charisma damage. On a successful critical hit, a bisha ga tsuku deals an additional 1d6 points of cold damage, and the target takes 1d4 points of Charisma drain instead of Charisma damage on a failed save. The save DC is Charisma-based.
Adlet
This humanoid wolf ’s fur is snowy white and its eyes piercing blue; it grips an ornate spear in its fist.
Adlets are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true heritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality. Deeply religious, adlets worship the power and cruelty of nature, seeing divinity in the lash of the blizzard’s wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world. One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals and commune with nature once per day each as spell-like abilities. An adlet is 6 feet tall and weighs 250 pounds.
CN Medium (adlet, cold)
Init +12; Senses , ; Perception +13
DEFENSE
AC 24, touch 19, flat-footed 15 (+8 Dex, +1 dodge, +5 natural)
hp 127 each (15d8+60)
Fort +9, Ref +17, Will +8
cold
Weaknesses to fire
OFFENSE
Speed 40 ft.
Melee +1 spear +17/+12/+7 (1d8+7/×3), bite +10 (1d6+2 plus 1d6 cold)
Special Attacks frozen breath
(CL 10th; concentration +11)
Constant—pass without trace
At will—ray of frost
3/day—fog cloud, sleet storm
1/day—ice storm, wind walk (self only)
STATISTICS
Str 18, Dex 26, Con 18, Int 13, Wis 17, Cha 13
Base Atk +11; +15; CMD 35
Feats Diehard, Dodge, Endurance, Improved Initiative, Power Attack, Run, Self-Sufficient, Weapon Focus (spear)
Skills Acrobatics +13 (+17 when jumping), Climb +12, Handle Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), Survival +20, Swim +9
Racial Modifiers +8 Stealth in snow
Languages Adlet, Common
SQ arctic stride
ECOLOGY
Environment cold plains, hills, or mountains
Organization solitary, pair, or pack (3–18 plus 1 shaman)
Treasure standard (+1 spear, other treasure)
SPECIAL ABILITIES
Arctic Stride (Ex) An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.
Frozen Breath (Su) An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-footradius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold for 1d6 rounds. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.
Crag Linnorm
This immense, wingless dragon rears up on a serpentine body. Its triple tail and powerful talons swipe at the air.
Like all linnorms, the deadly crag linnorm is a powerful, primeval dragon, a denizen of the wild regions far north of where most civilizations dare to tread. The crag linnorm is among the weakest of its kind, yet still a devastating predator in its own right. Favored, if not by the gods, then by some primal intelligence of the mysterious world of the fey, the linnorm bestows a powerful curse on any who manage to slay it. A crag linnorm is 60 feet long and weighs 12,000 pounds.
CE Gargantuan
Init +8; Senses 120 ft., , , true seeing; Perception +22
DEFENSE
AC 29, touch 10, flat-footed 25 (+4 Dex, +19 natural, –4 size)
hp 202 (15d12+105); 10 (cold iron)
Fort +16, Ref +15, Will +13
Defensive Abilities freedom of movement; 15/cold iron; curse effects, fire, mind-affecting effects, paralysis, poison, sleep; 25
OFFENSE
Speed 40 ft., 100 ft. (average), 60 ft.
Melee bite +23 (2d8+12/19–20 plus poison), 2 claws +23 (1d8+12), tail +18 (2d6+6 plus )
Space 20 ft.; Reach 20 ft.
Special Attacks , (tail, 2d6+18), death curse
STATISTICS
Str 34, Dex 18, Con 25, Int 5, Wis 18, Cha 21
Base Atk +15; +31 (+35 grapple); CMD 45 (can’t be tripped)
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +16, Perception +22, Swim +38
Languages Aklo, Draconic, Sylvan
ECOLOGY
Environment cold hills
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a crag linnorm can expel a 120-foot line of magma, dealing 15d8 points of fire damage to all creatures struck (Reflex DC 24 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC 24 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC 24 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that’s turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses. The save DC is Constitution-based.
Death Curse (Su) When a creature slays a crag linnorm, the slayer is affected by the curse of fire.
Curse of Fire: save Will DC 22; effect creature gains vulnerability to fire. The save DC is Charisma-based.
Freedom of Movement (Ex) A crag linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Su) Bite—injury; save Fort DC 24; frequency 1/round for 10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 consecutive saves. The save DC is Constitution-based.
True Seeing (Ex) A crag linnorm has constant true seeing, as per the spell of the same name.
Jotund Troll
This immense green-skinned brute wields a tree branch for a club and has nine heads, each filled with jutting teeth and tusks.
Jotund trolls are gigantic, nine-headed horrors. Prowling frigid moors and marshes, these rapacious creatures have the same insatiable appetites of common trolls but require much more sustenance because of their excessive size. Jotund trolls stand 30 feet tall and weigh roughly 25,000 pounds. They can live for up to 100 years. The jotund troll’s nine heads each have their own brains and senses, but they share, after a fashion, the same mind. Despite this, a jotund troll’s heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Jotund trolls spawn with either their own kind or with other trolls. In the latter case, there is only a 5% chance the offspring will be a jotund troll. Apart from brief mating periods, jotund trolls are solitary, although some cull together bands of other giants into devastating war parties that can lay waste to entire regions.
CE Huge (giant)
Init +3; Senses , , ; Perception +26
DEFENSE
AC 30, touch 7, flat-footed 30 (–1 Dex, +23 natural, –2 size)
hp 216 (16d8+144); 10 (acid or fire)
Fort +16, Ref +6, Will +13 (+17 vs. mind-affecting effects)
Defensive Abilities multiple minds; confusion and insanity effects
OFFENSE
Speed 30 ft.
Melee club +20/+15/+10 (2d6+10/19–20), bite +15 (2d6+5 plus grab), claw +15 (1d8+5 plus )
Ranged rock +10 (2d8+15)
Space 15 ft.; Reach 15 ft.
Special Attacks all-seeing attacks, cacophonous roar, , (120 ft.), (4d6+15 bludgeoning, AC 21, 21 hp)
STATISTICS
Str 31, Dex 8, Con 29, Int 10, Wis 17, Cha 6
Base Atk +12; +24 (+26 bull rush, +28 grapple); CMD 33 (35 vs. bull rush)
Feats Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (club), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +29, Perception +26
Racial Modifiers +4 Perception
Languages Giant
ECOLOGY
Environment cold hills or mountains
Organization solitary or war party (1 jotund troll plus 2–5 hill giants or 3–12 ogres)
Treasure standard (club, other treasure)
SPECIAL ABILITIES
All-Seeing Attacks (Ex) A jotund troll can make nine additional attacks of opportunity in a round, one for each head, although no more than a single attack for any given opportunity.
Cacophonous Roar (Su) Once every 1d4 rounds as a standard action, a jotund troll can emit a cacophonous roar from its nine heads. All creatures within a 60-foot spread of the troll must make a DC 20 Will save or become confused for 1d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based and includes a +4 racial bonus.
Multiple Minds (Ex) A jotund troll has nine different minds that are in constant communication with each other. The resulting jumble of tangled thoughts grants the troll a +4 racial bonus on all Will saving throws against mind-affecting effects. In addition, whenever a jotund troll must make a Will save, it can roll the saving throw twice and take the better of the two results.
Cairn Linnorm
Pallid and horribly gaunt, this enormous but emaciated dragonlike creature has two forearms and no wings.
Cairn linnorms prefer to dwell in necropolises, amid reaches of burial mounds, or in caverns below the scorched earth of legendary battlefields. These linnorms particularly relish the flavor of undead flesh—while they cannot consume incorporeal undead, regions they haunt are typically barren of corporeal undead not canny enough to avoid the cairn linnorm’s ravenous appetite. An incredibly powerful undead creature might use a cairn linnorm as a guardian, manipulating the dragon while it selects a cairn or tomb well within the linnorm’s territory. While cairn linnorms will not hesitate to feed on undead creatures they encounter, some ancient superstition shared by all of their kind prevents them from actually entering a tomb or other enclosed burial site unless granted permission by the tomb’s undead denizens or a priest devoted to the religion associated with the site. Likewise, a cairn linnorm somehow caught within a tomb large enough to contain it prefers not to leave without securing similar permission to do so. These limitations are purely psychological, and if pressed (such as by an enemy seeking to use a tomb entrance as a defense), a cairn linnorm can break such restrictions. A cairn linnorm is 60 feet long and weighs 12,000 pounds.
CE Gargantuan
Init +11; Senses 60 ft., , , true seeing; Perception +24
DEFENSE
AC 35, touch 13, flat-footed 28 (+7 Dex, +22 natural, –4 size)
hp 290 (20d12+160); 10 (cold iron)
Fort +20, Ref +21, Will +17
Defensive Abilities freedom of movement; 15/cold iron; acid, curse effects, energy drain, mind-affecting effects, negative energy, paralysis, poison, sleep; 29
OFFENSE
Speed 40 ft., 40 ft., 100 ft. (average)
Melee bite +29 (3d8+13/19–20 plus poison), 2 claws +29 (2d6+13), tail +24 (3d6+6 plus )
Space 20 ft.; Reach 20 ft.
Special Attacks , (tail, 2d6+19), death curse
STATISTICS
Str 37, Dex 24, Con 26, Int 5, Wis 20, Cha 27
Base Atk +20; +37 (+41 grapple); CMD 54 (can’t be tripped)
Feats Blind-Fight, Cleave, Great Cleave, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills Climb +33, Fly +13, Perception +24, Stealth +26, Swim +28
Racial Modifiers +8 Stealth
Languages Aklo, Draconic, Sylvan
ECOLOGY
Environment cold hills
Organization solitary
Treasure triple
SPECIAL ABILITIES
Breath Weapon (Su) Once every 1d4 rounds as a standard action, a cairn linnorm can expel a 60-foot cone of acidic bile, dealing 18d8 points of acid damage to all creatures struck. In addition, this bile is infused with negative energy, and inflicts 1d4 negative levels on all creatures struck by it. A successful DC 28 Reflex save halves the damage and completely negates the negative levels. The save DC is Constitution-based.
Death Curse (Su) Curse of Decay: save Will DC 28; effect the creature takes 1 point of Constitution damage per day, and ages at an accelerated rate of 1 year per day, eventually incurring all of the penalties of old age but none of the benefits.
Poison (Ex) Bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 4d6 acid damage and 1d6 Con drain; cure 2 consecutive saves.