Water Giants (3.5e Creature)
Very rarely, Water giants have orange skin. orange-skinned Water giants have dark red or light pink hair with silvery gray or black eyes. Adults are about 24 feet tall and weigh about 10,000 pounds. Water giants can live to be 800 years old. Water giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a bandana. They wear alot of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live adventurous, reckless lives and spend their time exploring the world, composing and playing music, and tilling their land or gathering food. They learned from their storm giant relatives how to harness their natural weakness and use it against others.
Water Giant | |
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Size/Type: | Huge Giant |
Hit Dice: | 16d8+40 (168 hp) |
Initiative: | +5 |
Speed: | 35 ft. (7 squares), swim 60 ft. (12 squares) in breastplate; base speed 50 ft., swim 40 ft. |
Armor Class: | 33 (–2 size, +8 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 25 |
Base Attack/Grapple: | +17/+36 |
Attack: | Greatsword +26 melee (4d6+21/19–20) or slam +26 melee (1d6+14) or composite longbow (+14 str bonus) +14 ranged (3d6+14/x3) |
Full Attack: | Greatsword +26/+21/+16 melee (4d6+21/19–20) or 2 slams +36 melee (1d6+17) or composite longbow (+14 str bonus) +14/+9/+4 ranged (3d6+14/x3) |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Spell-like abilities |
Special Qualities: | Freedom of movement, vulnerability to electricity, Dark Vision , rock catching, water breathing |
Saves: | Fort +17, Ref +17, Will +13 |
Abilities: | Str 39, Dex 26, Con 23, Int 19, Wis 23, Cha 15 |
Skills: | Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +18, Intimidate +9, Jump +24, Listen +17, Perform (sing) +12, Sense Motive +4, Spot +25, Swim +35* |
Feats: | Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Toughness, Power Attack |
Environment: | underwater |
Organization: | Solitary or family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th level plus 1–2 rocs, 2–5 griffons, or 2–8 sea cats) |
Challenge Rating: | 17 |
Treasure: | Standard coins; triple goods; standard items |
Alignment: | Often chaotic good |
Advancement: | By character class |
Level Adjustment: | — |
Combat
Water giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 190 feet.
Spell-Like Abilities: 1/day—control water (DC 16), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Wisdom-based.
Freedom of Movement (Su): Water giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the Water giant can create it again on its next turn as a free action.
Water Breathing (Ex): Water giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: A Water giant has a +12 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, even if it doesn't swim in a straight line. *Water giants ignore all weight penalties for gear carried when swimming.
Water Giant Characters
About 30% of adult Water giants are sorcerers or clerics. A water giant cleric has access to two of the following domains: Chaos, Good, Protection, or War.
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