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Cloud Giant

Creature 11 — air, giant, humanoid

AnvilSnareLANDgiantairhumanoid

The graceful and regal cloud giants are fractious, with roughly half their clans believing they should rule over humanoids regardless of their size and the rest shying away from any contact with outsiders. Due to the physical and ideological distance between clans, most rely on giant eagle or roc messengers, to arrange marriages and exchange art without setting foot in each other's territory. Cloud giants' skin color ranges from milky white to powdery blue. They make their homes anywhere veiled

Source: pathfinder-monster-core

Perception +22; low-light-vision, scent (imprecise) 30 feet; cloudsight
Languages common, jotun, sussuran
Skills athletics +26, crafting +21, diplomacy +24, intimidation +26, performance +21
Str
+7
Dex
+0
Con
+5
Int
+1
Wis
+3
Cha
+1
Items Ranseur
AC 30 Fort +25 Ref +18 Will +21
HP 220
Speed 30 feet

Offense

Melee Ranseur (disarm, magical, reach-20) +25, Damage 2d10+13 piercing
Melee Fist (agile, reach-15, unarmed) +24, Damage 2d8+13 bludgeoning

Abilities

Cloudsight — Cloud giants ignore concealment from weather conditions, including clouds and rain.
Reactive Strike
Crushing Cloud (air, primal) — The cloud giant solidifies some clouds, including fog or mist, around a creature that's already in a cloud up to 120 feet away. The target takes 3d8 bludgeoning damage (DC 30 Fortitude save). If it fails its save, it treats clouds as difficult terrain for 1 round.
Wind Strike (air, primal) — The cloud giant Strikes a creature with their ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is Deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw.

Critical Success The creature is unaffected.

Success The creature takes 2d8 sonic damage.

Failure The creature takes 4d8 sonic damage and is deafened until the end of its next turn.

Critical Failure As failure, but double damage and also knocked Prone.
Primal Innate Spells DC 30, attack +22
4th Vapor Form
3rd Levitate (At Will)
2nd Mist (At Will)

WORKS WELL WITH

SniperLANDA ranged ally keeps damaging targets pinned at the giant's reach threshold, since backing off from Reactive Strike range just puts them in the sniper's line instead.
WeaverLANDA debuff caster ally compounds the Deafened penalty from Wind Strike, further disrupting anyone who needs to cast a verbal spell to escape.
FlankerLANDA mobile skirmisher can slip past the giant's reach to flank while it threatens Reactive Strike against anyone who disengages.

PUNISHES

✖ weapon reliance✖ spellcasting reliance✖ overextension
Avoid stacking with another reach-controlling giant; the Reactive Strike threat zones overlap and only one is needed to lock down melee positioning.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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