N(E) Giant CR 14
Init +1 Senses Perception +10
DEFENSE
AC 22 touch 11, flat-footed 21 (+2 Leather Armor, +11 natural)
hp 142hp (15d8+75 con)
Fort +14, Ref +5, Will +7
OFFENSE
Speed 40 ft.
Melee Slam +21 (2d10+10)
STATISTICS
Str 31, Dex 10, Con 21, Int 6, Wis 14, Cha 8
Base Atk +11 CMB +21 CMD 32
Feats: Awesome Blow, Cleave, Great Cleave, Improved Sunder, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +16, Jump +15, Intimidation +15, Perception +10, Survival +12
Languages Giant, Common or one other local (Dwarven or Jahlen most common)
SQ Low Light Vision, Elemental Resistance (20), Unnamed Magical Resistance (20), Immune to Necromancy or Undead spells or effects
ECOLOGY
Environment Spirelands
Organization Solitary or Group (3-6); Tribes rarely have more than 100 members
Treasure Value Quarter Standard
This is the default giant-kin on Nyssa, a brute which is both gentle outside battle but savage in combat. Standing 20 feet tall and weighing more then two tons, these giants are a sight to behold. Incredibly strong and physically in proportion to humans. Most mimic in a very general way, the local human population lifestyle.
They are among the most destructive creatures known when provoked or hungry. They usually reside in remote caverns and spires, and are utterly despised for their unceasing hunger, hunting all animal life in the region around them. When an area is depleted, they move on to find a new hunting ground. It usually takes a giant clan 10-20 years before clearing a 500 mile radius of all life. Spire Giants fear nothing and attack all animal life they encounter. One of the most dangerous consequences of these giants moving into a new area is their constant attack on ice-jammers (ships) by bombarding these vehicles with rocks and spears. While it is rarely successful in destroying a vessel, it certainly does tend to limit travel to those regions. Perhaps the only benefit to Spire Giants invading an area is their their ability to devour any type of carrion or corpse. They are one of the few creatures known to consume corporeal undead (ghouls, skeletons); thus when they clear out a region it is virtually empty of all moving entities not smart enough to hide or too slow to run.
While far from intellectuals, spire giants are not mindless. These creatures organize patrols, and are selective before moving to a new area. Manically violent when hunting, they are peaceful around kin, they care for and educate their young, rarely engage in group fighting and even attempt artistic endeavors. The few treaties they have made, they devoutly keep. However they are usually paid off with food, and when the food runs out they tend to go back to hunting everything in sight. Rangers and druids understand it is their hunger that drives their impulses - and while they are quick to attack a ship or caravan, small groups can beseech them for favors or to work for a cause.
Elemental & Magical Resistance: Spire Giants have 20 resistance versus any type of elemental and unnamed magical damage.