Nuno Gremlin
This withered, eyeless little creature has a mushroom cap for a head, and a stringy fungus beard frames his toothless grin.
Nunos are fungus gremlins that live in anthills. Even young nunos appear as wizened old men, and the creatures are solitary hermits, living among ants in anthills and burrows in tropical regions. Though nunos are as spiteful as any other gremlins, they tend to keep to themselves and reserve their enmity for those who bother them—especially those who dare to harm a nuno’s anthill home. Due to the relative difficulty of removing a nuno’s curse via magic, the best options for a creature cursed by a nuno are to slay the nuno or parley with the creature. Since the curse could have triggered while the nuno wasn’t present, both approaches are made easier by the nuno’s wax locator ability. Though inherently grumpy, nunos are easily bribed with offerings of fruit or valuable objects, and can at times be swayed by a particularly well-constructed argument. They can also usually be persuaded by humanoids and fey they find beautiful, though a nuno’s predilections are unpredictable at best, and they tend to loathe conventional beauty.
NE Tiny
Init +2; Senses 30 ft.; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d6)
Fort +0, Ref +4, Will +4
Defensive Abilities ant affinity; 2/cold iron
OFFENSE
Speed 20 ft., 10 ft.
Melee slam +0 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks nuno’s curse
STATISTICS
Str 6, Dex 15, Con 10, Int 13, Wis 14, Cha 15
Base Atk +0; +0; CMD 8
Feats Ability Focus (nuno’s curse)
Skills Bluff +6, Knowledge (dungeoneering) +6, Knowledge (nature) +5, Perception +6, Sense Motive +6, Stealth +14, Survival +3
Racial Modifiers +4 Knowledge (dungeoneering)
Languages Aklo, Sylvan, Terran
SQ wax locator
ECOLOGY
Environment any warm land or underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Ant Affinity (Su) Ants will never attack a nuno. A nuno can control ants and ant swarms as a druid’s wild empathy, with a +4 racial bonus on their checks. While ants are normally mindless, the nuno imparts to them a modicum of implanted intelligence, allowing nunos to train ants to perform tasks as necessary to suit the nunos’ fancies.
Nuno’s Curse (Su) A nuno can curse any creature it touches unless the creature succeeds at a DC 14 Will save. A creature that harms the nuno, damages the nuno’s home, or steals the nuno’s belongings must also save against the curse with a –2 penalty. A creature that succeeds at its save is immune to that nuno’s curse for 24 hours. A creature under the effects of the nuno’s curse experiences horrific swelling and hair growth in a location the nuno touched or that was associated with harming the nuno (for instance, a creature’s foot if that creature kicked over the nuno’s anthill). This swelling imparts a –2 penalty to Dexterity and causes the affected area to occasionally ooze or expel black pus. The DC to remove a nuno’s curse with spells and abilities like remove curse is 10 higher than normal (24 for a typical nuno). A nuno can remove its curse as a standard action, and when a nuno dies, all its active curses end immediately. The effects of multiple nuno’s curses don’t stack. The save DC is Charisma-based.
Wax Locator (Su) Any creature cursed by a nuno can spend 1 minute pouring molten wax into a spoon and then into a container of water, causing the wax to run in the direction of the nuno. This allows the accursed creature to find the nuno no matter where it hides and attempt to put an end to the curse.
NUNO ASCETIC
Rarely, a nuno’s isolated existence allows it to unlock secrets of reality unknown to others. These nuno ascetics still value their privacy, but they are sometimes willing to accept lavish bribes from pilgrims in exchange for sharing their wisdom. Nuno ascetics advance by class level, usually either as either monks or occult classes. They each develop a unique variation on the basic nuno’s curse, which acts as a signature of sorts. Unlike most monsters with class levels, nuno ascetics add half their class level to the DC of their nuno’s curse ability.
Pyrausta
This minuscule dragon’s transparent wings and large eyes resemble those of a praying mantis. Its form glows bright with an inner fire.
Though perhaps the smallest of dragons, pyraustas are not insecure about their size, for they lack the inflated egos so common among their larger kindred. Instead, pyraustas delight in being what they are, and live in the here and now. Though their natural life spans are similar to a human’s, their dependence on flame to keep their hearts beating means the average pyrausta meets its end much sooner. Some scholars believe that pyraustas, sometimes called “insect dragons” or “true dragonflies,” are spawned from the very hearts of volcanoes, where flickering flames are common. In truth, young pyraustas are conceived in the warmest months of the year, when swarms of the creatures gather high in the night skies and perform elaborate courtship rituals with their colorful flames, frolicking playfully in mid-f light. These swarms are often mistaken for fireflies, auroras, or other phenomena. A pyrausta’s flame and its heart are one, and its fiery breath changes color depending on the creature’s emotions. Pyraustas use their inner flames primarily to express themselves, creating vivid pyrotechnic displays to communicate their feelings. They can also use this flame as a weapon if necessary, but prefer not to. A typical pyrausta’s body is 9 inches long, though its wingspan is longer, and it weighs 1 to 2 pounds.
CN Diminutive (fire)
Init +2; Senses 60 ft., ; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 5 (1d12–1); 1
Fort +1, Ref +4, Will +3
fire, paralysis, sleep
Weaknesses heart of flame, to cold
OFFENSE
Speed 20 ft., 60 ft. (good)
Melee bite +7 (1d3–2 plus 1 fire)
Space 1 ft.; Reach 0 ft.
Special Attacks (10-ft. cone, 1d4 fire, Reflex DC 9 half, usable every 1d4 rounds)
(CL 1st; concentration +2)
At will—spark
STATISTICS
Str 6, Dex 15, Con 8, Int 5, Wis 12, Cha 13
Base Atk +1; –1; CMD 7 (11 vs. trip)
Feats Flyby Attack, Weapon Finesse
Skills Fly +16, Perception +5, Stealth +18
Languages Draconic
ECOLOGY
Environment any warm
Organization solitary, pair, or swarm (12–20)
Treasure double
SPECIAL ABILITIES
Heart of Flame (Ex) A tiny spark of flame that acts as a pyrausta’s heart beats within its chest. Whenever a pyrausta takes cold damage, including damage from environmental cold, its little heart stalls. It loses its fast healing and breath weapon, gains the staggered condition, and takes 1 point of damage each round. This continues until it is exposed to a source of flame that would normally deal fire damage or until it successfully uses its spark spell-like ability to reignite its heart (doing so requires a successful DC 11 concentration check because of the ongoing damage).
ELDER PYRAUSTAS
Pyraustas who outlive the short life spans their frailty often imposes on them can grow to become far larger and more dangerous than their younger kin. They gain the giant and advanced simple templates, and the range of their breath weapons increases to a 15-foot cone. Elder pyraustas don’t usually grow arrogant as their might increases; they instead either offer wisdom to other pyraustas, settling disputes and acting as guardians and mentors to their younger kin, or else travel far and wide, bridging the gaps between disparate pyrausta communities.
Monitor Lizard
This immense lizard moves with a slow but relentless gait. Its feet end in large talons, and ropes of drool hang from its toothy maw.
Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds.
N Medium
Init +2; Senses , ; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 22 (3d8+9)
Fort +8, Ref +5, Will +2
OFFENSE
Speed 30 ft., 30 ft.
Melee bite +5 (1d8+4 plus and poison)
STATISTICS
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +2; +5 (+9 grapple); CMD 17 (21 vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), Swim +11
Racial Modifiers +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 14; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
Disenchanter
This blue-furred creature sports a short trunk and a camel-like body. The air around it seems to shimmer with magical energy.
A disenchanter is a blue-furred creature that resembles a single-humped camel with a prehensile trunk. The creatures can sense magic, which they consume for sustenance, draining the power of magic items and storing their magical energy in their humps. Disenchanters are social creatures, and often seek the companionship of other intelligent beings, making excellent mounts and trackers for treasure hunters. A typical disenchanter is 8 feet long and weighs 1,600 pounds.
N Large
Init +3; Senses 60 ft., detect magic, ; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +4
5/magic
Weaknesses to dispel magic
OFFENSE
Speed 50 ft.
Melee trunk +7 touch (disenchant), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
Special Attacks power spray
(CL 4th; concentration +3)
Constant—detect magic
3/day—magic weapon
1/day—dimension door
STATISTICS
Str 19, Dex 17, Con 14, Int 5, Wis 12, Cha 8
Base Atk +4; +9; CMD 22 (26 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Escape Artist +5, Perception +9
Languages none
ECOLOGY
Environment warm land
Organization solitary, pair, or family (2 adults and 1–2 calves with the young creature template)
Treasure none
SPECIAL ABILITIES
Disenchant (Ex) A disenchanter can use its trunk to make a melee touch attack against a target’s worn, held, or carried magic item in an attempt to drink the item’s magic. The disenchanter makes a caster level check (+4) opposed by the target’s Fortitude save. If the check succeeds, the disenchanter drains the item’s magic, rendering it nonmagical. To determine which of a target’s magic items is affected, use the following table (though a disenchanter never uses this ability on a headband or similar head-slot item unless it has first tried to wear the item).
Order* | Item |
---|---|
1st | Shield |
2nd | Armor |
3rd | Magic helmet, hat, or headband |
4th | Item in hand (including weapon, wand, or the like) |
5th | Magic cloak |
6th | Stowed or sheathed weapon |
7th | Magic bracers |
8th | Magic clothing |
9th | Magic jewelry (including rings) |
10th | Anything else |
Disenchanters may instead target specific visible items, in which case they generally target the most obvious items. Artifacts are immune to this ability. Disenchant only works against objects that a disenchanter can touch, and even a thin layer of cloth effectively protects items from it.
Power Spray (Su) Once per day, a disenchanter can release a 20-foot cone-shaped burst of raw magical energy through its trunk. Creatures in the cone take 4d6 points of damage (Reflex DC 14 half ). Creatures immune to magic effects that allow spell resistance (such as golems) are immune to this ability. The save DC is Constitution-based.
Vulnerable to Dispel Magic (Ex) A disenchanter targeted by dispel magic takes 1d6 points of damage per caster level (maximum 10d6, Fortitude save for half). Greater dispel magic functions similarly (maximum 20d6 damage, Fortitude save for half).
Giant Assassin Bug
This goat-sized insect stands on long, spindly legs. Its mouthparts glisten with a curious fluid.
An assassin bug partially buries itself in the sand or conceals itself among clusters of thorny bushes near oases, waiting for the next palatable creature to approach. When prey arrives, the insect bursts out of hiding and pierces its target with its elongated mouthparts, injecting a potent toxin. Once its prey is safely paralyzed, the assassin bug feeds by siphoning the victim’s fluids. Even if these bites don’t kill, they are extremely painful and cause swelling. Giant assassin bugs lay eggs in shallow caves or the crevices between rocks, preferably where food is readily available for the hatching young. An adult giant assassin bug is typically 4 feet long and weighs 65 pounds, though the larger varieties grow to a length of 6 feet and weigh around 150 pounds.
N Small
Init +2; Senses 60 ft.; Perception +4
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp 27 (5d8+5)
Fort +5, Ref +3, Will +1
mind-affecting effects
OFFENSE
Speed 30 ft., 30 ft. (clumsy)
Melee bite +6 (1d4+2 plus poison), 2 claws +6 (1d3+2)
Special Attacks poison, poison stream
STATISTICS
Str 15, Dex 15, Con 13, Int —, Wis 10, Cha 2
Base Atk +3; +4; CMD 16 (24 vs. trip)
Skills Fly –4, Perception +4, Stealth +10
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment any warm
Organization solitary or nest (2–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Poison Stream (Ex) As a standard action usable every 1d4 rounds, an assassin bug can spray poison from its mouth in a 15-foot line. Any creature caught in this area must succeed at a DC 14 Reflex save or be exposed to the assassin bug’s poison. The save DC is Dexterity-based.
Great Assassin Bug
A massive insect with long mandibles and sullenly glowing eyes, this creature has a heavy, bulbous thorax.
N Medium
Init +2; Senses 60 ft.; Perception +5
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 52 (7d8+21)
Fort +8, Ref +6, Will +3
mind-affecting effects
OFFENSE
Speed 40 ft., 40 ft. (clumsy)
Melee bite +10 (1d6+5 plus poison), 2 claws +10 (1d4+5)
Special Attacks poison, poison stream
STATISTICS
Str 21, Dex 19, Con 17, Int —, Wis 12, Cha 2
Base Atk +5; +10; CMD 24 (32 vs. trip)
Skills Fly –4, Perception +5, Stealth +8
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment any warm
Organization solitary or nest (2–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
Poison Stream (Ex) As a standard action usable every 1d4 rounds, an assassin bug can spray poison from its mouth in a 15-foot line. Any creature caught in this area must succeed at a DC 17 Reflex save or be exposed to the assassin bug’s poison. The save DC is Dexterity-based.
Knight Ant
This hulking, wide-headed ant is the size of a horse, its antennae twitching and mandibles scarred.
These giant ants use pheromones to organize the complex work and protection of their colonies, identifying insects of their own or allied colonies and warding off intruders. They have a specialized physiology, including both enhanced pheromone glands and an especially wide, oversized head. The sheer size of its head allows a knight ant to block off entire tunnels within the hive in order to protect its fellow ants. It remains in place long enough to fend off invaders, even at the cost of its own life. A knight ant is 10 feet long and weighs approximately 1,100 pounds. Its head is 7 feet across, and the flanges on the sides make it appear slightly concave.
N Large
Init +0; Senses 60 ft., , 30 ft.; Perception +1
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (4d8+24)
Fort +9, Ref +1, Will +2
mind-affecting effects
OFFENSE
Speed 50 ft., 20 ft., 20 ft.
Melee bite +7 (1d8+5 plus ), sting +7 (1d6+5 plus poison)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 10, Con 21, Int —, Wis 13, Cha 11
Base Atk +3; +9 (+13 grapple); CMD 19 (27 vs. trip)
Feats Coordinated Defense, Toughness
Skills Climb +13
SQ hive guard
ECOLOGY
Environment any warm
Organization solitary, pair, scouting party (2 plus 1d4 giant ants), colony (3–8 plus 10–100 workers, 3–12 soldiers, and 1 queen)
Treasure none
SPECIAL ABILITIES
Hive Guard (Ex) Knight ants gain Coordinated Defense as a bonus feat, and giant ants from the same colony also gain this feat when adjacent to a knight ant. As a standard action, a knight ant can use its oversized head to provide total cover to creatures behind it or sharing its space, as if wielding a tower shield.
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Str; cure 1 save.
Army Ant Swarm
A writhing carpet of ants seethes over the ground, consuming everything in its path.
The notoriety of the army ant swarm is well earned. Constantly on the march, a hive of army ants is capable of eating anything that gets in the way of its unabating swath of destruction and ruin.
N Fine ()
Init +2; Senses 60 ft., scent; Perception +4
DEFENSE
AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
hp 49 (11d8)
Fort +7, Ref +5, Will +3
Defensive Abilities ; weapon damage
OFFENSE
Speed 30 ft., 30 ft.
Melee (3d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, consume, (DC 15)
STATISTICS
Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +8; —; CMD —
Skills Climb +10, Perception +4
Racial Modifiers +4 Perception
ECOLOGY
Environment any tropical
Organization solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms)
Treasure none
SPECIAL ABILITIES
Cling (Ex) If a creature leaves an army ant swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with army ants clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants. The save DC is Dexterity-based.
Consume (Ex) An army ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an army ant swarm attack deals 6d6 points of damage.
Leucrotta
This freakish beast has the head of a badger, the hooves of a stag, and a wide mouth with sharp ridges of bone instead of teeth.
Reputed to be descended from hyenas and a demon lord, these creatures are intelligent and cruel, using their astounding vocal mimicry to lure foolish and unsuspecting creatures to where the pack can torment them at its leisure before finally devouring them. Five feet tall at the shoulder, its tawny fur often coated with dried and clotted filth, the leucrotta is a powerful beast weighing over 800 pounds. The sharp bone ridges that line its oversized jaws instead of teeth are incredibly durable and, combined with massive jaw muscles, allow its bite to shear through bone and even steel. Leucrottas consume their prey gear and all; they vomit up what they cannot digest and pick through the debris in search of valuable items that might help them lure in prey. Leucrottas sometimes lead packs of gnolls, or even of their bestial cousins the crocottas. They refuse to let themselves be used as beasts of burden, but sometimes allow favored gnoll companions to ride them into battle as steeds. The leucrotta in a gnoll pack generally thinks of itself as the leader of that group, and treats any established gnoll chieftain poorly in an attempt to goad that gnoll into attacking it. Those leucrottas that succeed in slaying a gnoll leader typically find it much easier to assume the role of tribal leader.
CE Large
Init +5; Senses 60 ft., , ; Perception +2
DEFENSE
AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
hp 57 (6d10+24)
Fort +9, Ref +6, Will +4
disease, poison
OFFENSE
Speed 60 ft., 30 ft.
Melee bite +10 (2d6+7/19–20), 2 hooves +5 (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks lure, powerful bite
STATISTICS
Str 21, Dex 12, Con 18, Int 11, Wis 14, Cha 17
Base Atk +6; +12; CMD 23 (27 vs. trip)
Feats Improved Initiative, Skill Focus (Bluff), Skill Focus (Stealth)
Skills Bluff +12, Climb +13, Stealth +9
Languages Common
SQ (voices)
ECOLOGY
Environment temperate or tropical forests or hills
Organization solitary, pair, or pack (3–12)
Treasure standard
SPECIAL ABILITIES
Lure (Su) At any point that a leucrotta’s targets are unaware of it (for example, if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 60 feet. When the leucrotta calls out, the targets must make a DC 16 Will save or fall under the effects of a suggestion to approach the sound of the leucrotta’s voice. This effect functions identically to a mass suggestion spell with a caster level equal to the leucrotta’s Hit Dice. A creature that saves cannot be affected again by the same leucrotta’s lure for 24 hours. The lure is a language-dependant effect, and if the leucrotta uses the victim’s name during the lure, the victim takes a –4 penalty on its saving throw. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.
Powerful Bite (Ex) A leucrotta’s bite attack always applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20. When a leucrotta bites an object, its bite treats the object as having a hardness of 5 less than the object’s actual hardness rating.
CROCOTTA
These degenerate offshoots of leucrottas have animal-level intelligence, but sense a kinship with leucrottas and obey them instinctively. Treat a crocotta as an advanced dire hyena with Improved Critical (bite) as a bonus feat. A crocotta looks similar to a leucrotta, save that it has shorter back legs, giving it a hunched, more hyena-like appearance. Leucrottas view crocottas with disdain and even shame, but it’s not unusual to find these large hyena-like beasts in close proximity to a leucrotta pack. Crocottas are popular attractions in traveling carnivals, where unscrupulous con artists bill them as cursed humanoids or animals.
Storm Giant
This giant is a towering, muscular human of heroic proportions, with bronze skin, dark hair, and sparkling green eyes.
Storm giants tend toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults are typically 21 feet tall and weigh 12,000 pounds. Storm giants can live to be 600 years old. When at rest, they prefer to wear short, loose tunics belted at the waist, sandals or bare feet, and headbands. They wear a few pieces of simple but finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being most common. Yet when they outfit themselves for battle, they don shimmering breastplates and wield enormous greatswords and bows. Storm giants tend to be reclusive, preferring to dwell along remote coastlines or on tropical islands. Yet like their namesakes, they are prone to violent mood swings. Storm giants are quick to anger in the face of evil and can be brutal, dangerous foes when insulted. In battle, they prefer to send a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow range. Storm giants live in well=constructed towers, castles, or walled settlements, and prefer to live off the land. They maintain enormous, well-tended gardens and manage hundreds of acres of farmland per group. They often hire other humanoids, such as elves or humans, to help them run their massive farms. A storm giant enclave often takes responsibility for the safety of an entire island or stretch of coastline.
CG Huge (giant)
Init +2; Senses ; Perception +27
DEFENSE
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +13
Defensive Abilities ; electricity
OFFENSE
Speed 50 ft., swim 40 ft. (35 ft., 30 ft. in armor)
Melee mwk greatsword +27/+22/+17 (4d6+21/17–20) or 2 slams +26 (2d6+14)
Ranged mwk composite longbow +15/+10/+5 (3d6+14/3)
Space 15 ft.; Reach 15 ft.
(CL 15th)
Constant—freedom of movement
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)
STATISTICS
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; +30; CMD 42
Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Acrobatics +18, Climb +17, Craft (any one) +13, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22
Languages
Auran, Common, Draconic, Giant
SQ militant,
ECOLOGY
Environment any warm
Organization solitary or family (2–5 plus 1 sorcerer or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons, and 2–8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14
Str bonus] with 20 arrows, mwk greatsword, other treasure)
Militant (Ex) Storm giants are proficient with all simple and all martial weapons.
Water Breathing (Ex) Storm giants can breathe water as well as air.