Ahn, Karr and ZellHuge Giants (Evil, Extraplanar) |
Hit Dice: | 22d8 + 132 (222) |
Initiative: | -1 |
Speed: | 35 ft. in hide armor (7 squares), 50 ft. base (10 squares) |
Armor Class: | 32* (–2 size, –1 Dex, +16 natural, +3 hide armor, +6 Gift of Doubt), touch 12, flat-footed 31 |
Base Attack/Grapple: | +16/+36 |
Attack: | Greatclub +27 melee (4d6+18) or slam +26 melee (1d6+12) or rock +13 ranged (4d6+12) |
Full Attack: | Greatclub +27/+22/+17/+12 melee (4d6+18) or 2 slams +26 melee (1d6+12) or rock +13 ranged (4d6+12) |
Space/Reach: | 15 ft./15 ft. |
Special Attacks: | Shadow Grasp, Crushing Shadows, Earth-shaking bellow (Ahn), Stunning Blow (Karr), Doubting Shadows (Zell), Rock throwing |
Special Qualities: | Low-light vision, Meld into Shadow, Skin of Doubt, Gift of Doubt, Rock catching, Scent, Spell Resistance 19, Shadow Investiture, Resistance 10 Acid/Fire/Electricity/Cold |
Saves: | Fort +19, Ref +9, Will +11 |
Abilities: | Str 33, Dex 8, Con 23, Int 6, Wis 10, Cha 7 |
Skills: | Climb +11, Jump +11, Listen +10, Spot +13 |
Feats: | Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Awesome Blow, Power Attack, Weapon Focus (Greatclub) |
Environment: | Plane of Shadow |
Organization: | Always as a trio |
Challenge Rating: | ??? |
Treasure: | Triple Standard |
Alignment: | Always Neutral Evil |
Rock Throwing (Ex): Ahn, Karr and Zell have a +1 racial bonus on attack rolls made to throw rocks. This bonus stacks with any existing racial bonus. They can throw rocks weighing up to the amount given in the following table up to five range increments.The size of the range increment depends on the jotunblood giant’s size category, as given in the table. They gain their Strength bonus (if any) on damage rolls when it strikes a foe with a thrown rock.
Shadow Grasp (Su): Ahn, Karr and Zell may, as a standard action, attempt to initiate a grapple against any creature within their line of sight so long as that creature is in contact with shadows. The giants reach an arm into a nearby shadow, causing it to manifest and grapple the chosen creature. If successful, the grapple deals 1d8 negative energy damage per round it is maintained. Grappled creatures attempting to use divine spells have a 33% chance of spell failure, causing the spell to be expended to no effect. Spells of the [light] descriptor cause the arm to vanish.
Crushing Shadows (Su): As a standard action, Ahn, Karr or Zell may attempt to brutally crush any creature affected by the Shadow Grasp ability. The target must make a Fortitude save (DC 22) or take 6d8 damage and be rendered helpless for one round. A successful save halves this damage and negates the helpless condition.
Earth-Shaking Bellow (Su): Once every 1d4 rounds, Ahn can loose an earth-shaking bellow that functions like an earthquake spell, except that the area is a 40-foot cone-shaped spread directed away from Ahn.
Stunning Blow (Ex): Once every 1d4 rounds, Karr can imbue his melee attacks with stunning force. A creature damaged by such an attack must succeed on a Fortitude save (DC 22) or be stunned for 1d3 rounds.
Doubting Shadows (Su): Zell can breathe a 40-foot cone of Doubting Shadows once every 1d4 rounds. Every creature caught in the cone must make a Reflex save (DC 22) or take 6d6 points of negative energy damage. A successful save halves the damage. Creatures that cast divine spells must also make a Will Save (DC 22) or be unable to use divine spells for 1d3 rounds. This ability also negates all current spells of the [light] descriptor currently active of divine origin in the area the cone is used.
Meld into Shadow (Su): At will, Ahn, Karr, or Zell can meld into any existing shadows as though using the meld into stone spell, except that they can remain in the shadows for as long as they wish. In addition to the effects of the spells listed in the meld into stone description, a spell with the [light] descriptor cast on their location causes them to be expelled from the earth and take 5d6 points of damage in the process. While melded with shadow, Ahn, Karr, and Zell heals 10 hit point of damage per round, as if they had fast healing 10.
Gift of Doubt (Ex): Ahn, Karr, and Zell gain a +6 bonus to their Armor Class (including while flat-footed) as a result of their nature. In the presence of large amounts of light, this bonus to their Armor Class is removed. Furthermore, because they are so inextricably linked, any one of the trio may choose to act on the turn of any other, regardless of their rolled initiative. If they choose to act later than they would have, they may do so as if they had readied an action the previous round.
Skin of Doubt (Ex): Ahn, Karr, and Zell take half damage from all abilities of Divine origin. Moreover, any time Ahn or Karr are the subject of an attack, their Armor Class bonus granted by Gift of Doubt is lowered for the purposes of resolving the attack by one point per two points above 10 of their attacker's Wisdom score. When in areas of bright light, this ability is negated.
Rock Catching (Ex): Once per round, when Ahn, Karr or Zell would normally be hit by a rock (or a similarly shaped projectile) of any size from Small up to its own size category, they may make a Reflex save (DC 15 for a Small object, +5 for each size larger, plus any magic bonus the projectile has) to catch it. They must have a free hand and be aware of the attack to catch the rock.
Scent (Ex): Ahn, Karr and Zell can detect approaching enemies and sniff out hidden foes by sense of smell alone. See the MM for details of this quality.
Spell Resistance (Ex): Ahn, Karr and Zell have spell resistance equal to 8 + half their Hit Dice, total=19. This spell resistance is ignored vs. [light] related spells.
Shadow Investiture (Su): Ahn, Karr, and Zell are more than just brothers, they are creatures infused with the essence of shadows. There blood is darkness, their flesh solitude. Their minds and hearts are one, standing in the empty void. For one brother to see his fellows fall is a thing of agony, for in such a case, there is nothing left but hungry shadows, and no companions to brave the night.
Should two of the brothers fall, the remaining brother's mind will shatter. He will reach out in his madness and absorb the shadows of his brothers, that he might not be alone in the darkness. When invested with the shadows of his fallen brothers, the remaining brother undergoes a powerful transformation, howling in his grief (forcing all enemies to make a DC 25 Fortitude save or be stunned for one round), unleashing shadows everywhere within sight, negating all [light] effects. Regardless of the save, no more actions may be taken that round and new initiative is rolled.
During his transformation, his health is fully restored, and indeed raised, to 1.5x his usual maximum. He receives a +3 morale bonus to saves, and gains Mettle, as well as having his Resistance to Fire/Cold/Acid/Electricity increased to 20, and his movement speed is doubled.. During this time, he also gains the ability to use any of his brother's special attacks as if they were his own, and becomes capable of acting twice per round when his fallen brother's usually would have. During this time, he may act as if he possessed the Improved Grapple feat, and may also move without penalty. Furthermore, he becomes enshrouded in a cloak of raging shadows, granting him a 100% miss chance when not targeted by some form of non-magical light (like from the sun, or that cast by a torch, though a very large one). For each such light source, this miss chance is decreased by 50%.