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This towering giant has finely chiseled options. Island Her skin is pale and easy, and her long wispy hair flutters as if in a breeze.
Cloud Giant CR 11
NG or NE Big humanoid (large)
Init +1; Senses low-mild imaginative and prescient, scent; Notion +17
AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 pure, -2 measurement)
hp 168 (16d8+96)
Fort +sixteen, Ref +6, Will +10
Velocity 50 ft.
Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Special Assaults rock throwing (140 ft.)
Spell-Like Abilities (CL 16th)
At will—levitate (self plus 2,000 lbs.), obscuring mist
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Superior Blow, Cleave, Nice Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Assault
Skills Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate +26, Notion +17, Carry out (string devices) +8
SQ oversized weapon
Group solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of seventh-twelfth stage and a couple of-5 griffons)
Treasure standard (chain shirt, morningstar, different treasure)
Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons with out penalty. Most favor the use of immense morningstars.
Cloud giants’ skin ranges in coloration from milky white to powder blue. Adult males are about 18 feet tall and weigh around 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can reside to be 400 years old, and gown in the best clothing and jewelry out there. To many, appearance signifies station. The better the clothes and the finer the jewellery, the more vital the wearer. They also recognize music, and most can play one or more instruments (the harp is a favorite).
Cloud giants have an unusually broad alignment spread—approximately half are good and half are evil. Good cloud giants construct roads from their settlements to connect with different humanoid roads so as to foster trade. It’s not uncommon to see a superb cloud big strolling among people, for instance, in a human city close to a tall mountain range. Evil cloud giants tend to not trouble with permanent settlements and instead live on high peaks in crude shelters, only coming down to raid villages for no matter they could want. These two philosophies typically see violent and lengthy-lasting wars erupt between neighboring tribes.
Legends abound of magical cloud giant cities nestled within the very clouds themselves that float with the winds and circumnavigate the world. While most cloud giants recognize this as a fantasy, there are some who not only claim to have seen them but have devoted the entirety of their lengthy lives to discovering them once more.
This lumbering big has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be manufactured from fireplace.
Fire Giant CR 10
LE Giant humanoid (fire, large)
Init -1; Senses low-mild imaginative and prescient; Perception +14
AC 24, touch 8, flat-footed 24 (+eight armor, -1 Dex, +eight pure, -1 measurement)
hp 142 (15d8+seventy five)
Fort +14, Ref +4, Will +9
Defensive Skills rock catching; Immune fireplace
Weaknesses vulnerability to cold
Melee greatsword +21/+sixteen/+eleven (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Particular Attacks heated rock, rock throwing (120 ft.)
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +eleven; CMB +22; CMD 31
Feats Cleave, Nice Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +14, Craft (anyone) +eight, Intimidate +11, Notion +14
Environment warm mountains
Organization solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd level), raiding party (6-12 plus 1 adept or sorcerer of third-5th degree, 2-5 hell hounds, and 2-three trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of sixth-7th level; 1 fighter or ranger of 8th-ninth level as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 young pink dragons)
Treasure customary (half-plate, greatsword, different treasure)
Heated Rock (Su) Fire giants switch the heat of their bodies to rocks as part of an assault action after they throw rocks. A heated rock offers 1d6 points of additional fire injury on a hit.
Fireplace giants are the most inflexible and militaristic of all the enormous races. They always prepare for struggle and apply brutal techniques on anybody and everybody that will get in their approach. Their inflexible command structure is complete with soldiers, officers, and even generals, and so they obey orders from their kings unquestioningly.
Hearth giants have vibrant orange hair that flickers and glows almost as if it have been aflame. An adult male is 12 to 16 feet tall, has a chest that measures 9 ft round, and weighs about 7,000 pounds. Females are barely shorter and lighter. Fireplace giants can live to be 350 years outdated.
Fire giants wear sturdy cloth or leather-based garments colored crimson, orange, yellow, or black. Warriors put on helmets and half-plate armor of blackened steel and wield large greatswords that they use to cut swaths across the battlefield. In massive groups, hearth giants struggle with brutal and environment friendly group tactics, and aren’t afraid to sacrifice one or two of their members to draw an enemy into an ambush.
Fire giants favor hot locations—the hotter, the higher. They’ve been present in deserts, volcanoes, sizzling springs, and deep beneath the earth close to lava vents. They live in castles, walled settlements, or giant caverns, and the design of those locations displays their inflexible, militaristic way of life, with officers living in higher quarters than the rank-and-file.
This giant appears like a thick, muscular human. It has frost-white pores and skin and long, gentle blue hair that it wears braided.
Frost Giant CR 9
CE Large humanoid (cold, large)
Init -1; Senses low-mild imaginative and prescient; Notion +10
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Talents rock catching; Immune cold
Weaknesses vulnerability to hearth
Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9)
Ranged rock +9 (1d8+thirteen)
Str 29, Dex 9, Con 20, Int 10, Wis 14, Cha eleven
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Nice Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Talent Focus (Stealth)
Expertise Climb +13, Craft (anybody) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow); Racial Modifiers +4 Stealth in snow
Atmosphere cold mountains
Group solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd degree), raiding social gathering (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-5th stage, 1-four winter wolves, and a pair of-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th stage; 1 barbarian or ranger jarl of seventh-9th stage; and 15-36 winter wolves, thirteen-22 ogres, and 1-2 younger white dragons)
Treasure commonplace (chain shirt, greataxe, different treasure)
A frost large’s hair could be mild blue or soiled yellow, and its eyes normally match its hair shade. Frost giants gown in skins and pelts, together with any jewelry they own. Frost big warriors also don chain shirts and metal helmets decorated with horns or feathers. An adult male stands about 15 ft tall and weighs roughly 2,800 pounds. Females are barely shorter and lighter, but otherwise an identical to males. Frost giants can stay to be 250 years previous.
Frost giants are among essentially the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-rising displays of brutality. Frost giants often start fight at a distance, throwing rocks till they run out of ammunition or the opponent closes, then wading in with their huge greataxes. A favourite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have problem reaching them, and then beginning an avalanche before leaping into battle. Frost giants can disguise properly in snowy environments and are masters of stealth of their area.
Frost giants survive on hunting and raiding alone, as they reside in desolate, frigid environments. Frost large groups are split virtually evenly between those that live in makeshift settlements or abandoned castles and those who roam the frozen north as nomads searching for spoils and provisions. Frost giant leaders name themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for management of the tribe. These challenges typically result in the demise of one of many combatants. A single jarl can often count a dozen or more smaller frost big tribes as part of his extended tribe. In such a scenario, the leaders of the lesser tribes are known simply as chieftains or warlords.
Frost giants love to take captives, and use them for meals as well as slaves and commodities. Every group of frost giants sometimes has 1-2 humanoid slaves shackled to a slave handler—usually the meanest and cruelest non-jarl in the group. They are additionally fairly fond of monstrous pets—white dragons and winter wolves are standard decisions, however remorhazes, yetis, and even linnorms will be found dwelling in a frost large lair.
This hunched big exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods way of life.
Hill Giant CR 7
CE Large humanoid (big)
Init -1; Senses low-gentle imaginative and prescient; Notion +6
AC 21, touch eight, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
hp 85 (10d8+forty)
Fort +eleven, Ref +2, Will +3
Defensive Skills rock catching
Velocity 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Special Assaults rock throwing (120 ft.)
Str 25, Dex eight, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Energy Attack, Weapon Focus (greatclub)
Expertise Climb +10, Intimidate +12, Notion +6
Environment temperate hills
Organization solitary, gang (2-5), band (6-eight), raiding celebration (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-sixteen dire wolves, 1-four ogres, and 13-20 orc slaves)
Treasure customary (cover armor, greatclub, other treasure)
Skin coloration among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or restore their garments, preferring merely to add more hides as their old ones wear out. Adults are around 10 ft tall and weigh about 1,100 pounds. Hill giants can reside to be 200 years old, but nearly never do.
Hill giants desire to struggle from excessive, rocky outcroppings, the place they can pelt opponents with rocks and boulders whereas limiting the chance to themselves. Hill giants like to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand quick and swing away with their massive clubs.
Hill giants are essentially the most nomadic of all of the humanoid big species, preferring to travel from one settlement to the following with the intention to raid and pillage. While they prefer temperate climates, they will travel removed from their preferred environment so lengthy because the raiding is plentiful and profitable. They are, as a complete, incredibly selfish creatures and not often interact in battles they don’t automatically know they’ll win. Hill giants are recognized for shoving each other at terrifying foes and will not hesitate to sacrifice a clanmate to save their own skins. Roving bands of hill giants are widespread in temperate hills, and their constant aggression makes them one of many extra feared dangers in this local weather.
Solitary, non-evil hill giants are very rare but can typically be present in different humanoid societies, although they are almost by no means accepted in central cities or population centers. They do greatest as laborers and soldiers in outlying frontier towns, and often function rudimentary diplomats to negotiate with marauding hill large bands. Unfortunately, hill giants who shed their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. Still, these “civilized” hill giants can discover their place inside society and plenty of have managed to dwell peaceful, uneventful lives.
This large has chiseled, muscular features and a flat, forward-sloping head, trying almost as if it were carved of stone.
Stone Large CR eight
N Large humanoid (giant)
Init +2; Senses darkvision 60 ft.low-mild imaginative and prescient; Notion +12
AC 22, contact 11, flat-footed 20 (+2 Dex, +eleven natural, -1 size)
hp 102 (12d8+forty eight)
Fort +12, Ref +6, Will +7
Defensive Talents improved rock catching
Velocity 40 ft.
Melee greatclub +sixteen/+11 (2d8+12) or 2 slams +sixteen (1d8+8)
Ranged rock +11/+6 (1d8+12)
House 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point-Clean Shot, Power Assault, Exact Shot, Quick Draw
Expertise Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +eight Stealth in rocky terrain
Languages Widespread, Large
Atmosphere temperate mountains
Organization solitary, gang (2-5), band (4-eight), searching social gathering (9-12 plus 1 elder), or tribe (thirteen-30 plus 35% noncombatants, 1-3 elders, and four-6 dire stone island reversible bears)
Treasure commonplace (greatclub, other treasure)
Improved Rock Catching (Ex) A stone big positive aspects a +4 racial bonus on its Reflex save when trying to catch a thrown rock with rock catching. This potential in any other case works just like the rock catching capability.
Stone giants choose thick leather garments, dyed in shades of brown and grey to match the stone round them. Adults are about 12 ft tall, weigh about 1,500 pounds, and can stay to be 800 years old.
Stone giants struggle from a distance whenever potential, but when they can’t avoid melee, they favor gigantic clubs chiseled out of stone. A favourite tactic of stone giants is to stand nearly motionless, mixing in with the background, then move ahead to throw rocks and surprise their foes.
Stone giants want dwelling in enormous caves in high-altitude, rocky peaks. They not often stay more than a few days’ journey from other bands of stone giants, and even elevate shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time of their later years, either residing in seclusion somewhere or trying to merge into different humanoid civilizations. After a long time of this self-imposed exile, those that return do so as stone giant elders.
Stone Large Elders
Some stone giants develop particular abilities associated to their environment. Referred to as elders, these stone giants have Charisma scores of no less than 15 and three spell-like abilities (CL 10th). Once per day they can use stone shape, stone inform, and both transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in 10 elders is a sorcerer, often of 3rd to 6th level. Stone giant elders add +1 to their CR.
This giant is a towering, muscular human of heroic proportions, with bronze pores and skin, darkish hair, and sparkling inexperienced eyes.
Storm Big CR 13
CG Big humanoid (giant)
Init +2; Senses low-mild vision; Notion +27
AC 28, contact 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +13
Defensive Abilities rock catching; Immune electricity
Pace 50 ft.swim 40 ft. (35 ft.swim 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)
Area 15 ft.; Attain 15 ft.
Spell-Like Abilities (CL fifteenth)
Constant—freedom of motion
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD 42
Feats Awesome Blow, Cleave, Fight Reflexes, Improved Bull Rush, Improved Crucial (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Energy Attack, Very important Strike
Abilities Acrobatics +18, Climb +17, Craft (anybody) +thirteen, Intimidate +20, Notion +27, Carry out (sing) +12, Sense Motive +24, Swim +22
Languages Auran, Frequent, Draconic, Giant
SQ militant, water respiratory
Setting any heat
Group solitary or household (2-5 plus 1 sorcerer or cleric of 7th-tenth stage, 1-2 rocs, 2-6 griffons, and a pair of-eight 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 easy and all martial weapons.
Water Respiratory (Ex) Storm giants can breathe water in addition to air.
Storm giants have a tendency towards 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 taken into account to be good luck among storm giants, and people possessing it tend to grow to be leaders among their sort. Adults are usually 21 toes tall and weigh 12,000 pounds. Storm giants can dwell to be 600 years previous. When at relaxation, they prefer to put on short, free tunics belted at the waist, sandals or bare feet, and headbands. They wear a couple of pieces of straightforward however finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being commonest. But once they outfit themselves for battle, they don shimmering breastplates and wield huge greatswords and bows.
Storm giants are typically reclusive, prefering to dwell alongside distant coastlines or on tropical islands. Yet like their namesakes, they’re vulnerable to violent mood swings. Storm giants are fast to anger within the face of evil and may be brutal, harmful 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 vary.
Storm giants reside in properly-constructed towers, castles, or walled settlements, and choose to live off the land. They maintain monumental, effectively-tended gardens and manage tons of of acres of farmland per group. They often rent different humanoids, corresponding to elves or humans, to help them run their massive farms. A storm giant enclave usually takes duty for the security of a complete island or stretch of coastline.