Taiga Giant
Creature 12 — giant, humanoid
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDgianthumanoid
Taiga giants prefer a nomadic lifestyle, both to keep from depleting any one area's resources while satiating their massive appetites and to satisfy a constant wanderlust. They are deeply spiritual and frequently commune with their ancestors' spirits for guidance and knowledge. Taiga giants are happiest when they are left alone to live out their traditional lives, and their impressive size and strength are enough to persuade all but the most dangerous foes to do so. Taiga giants subsist on migr
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +23; low-light-vision, see-invisibility
Languages common, jotun
Skills athletics +22, Genealogy Lore +16, religion +20, stealth +10 (+22 in undergrowth), survival +25
Str
+7
Dex
+1
Con
+5
Int
+1
Wis
+4
Cha
+2
Items Longspear
AC 32
Fort +25
Ref +20
Will +22
+2 status to all saves vs. enchantment and illusion effects
HP 230
Immunities controlled
Speed 30 feet
Offense
Melee Longspear (magical, reach-20) +26, Damage 2d8+15 piercing
Melee Fist (agile, reach-15, unarmed) +25, Damage 3d6+15 bludgeoning
Ranged Rock (brutal) +25, range increment 120 feet, Damage 2d10+15 bludgeoning
Abilities
See Invisibility — A taiga giant can see invisible creatures and objects as translucent shapes, and they are Concealed to the taiga giant.
+2 Status Bonus on Saves vs. Enchantment and Illusion Effects —
Catch Rock —
Guardian Spirit —
Ancestral Guardian (concentrate) —
Protected by the Ancestors (concentrate, divine) — A taiga giant's prayers to their ancestors grant them spiritual protection. If a taiga giant loses this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by Dispel Magic), it loses its immunity to the Controlled condition and its status bonus to saving throws against enchantment and illusion effects. A taiga giant can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the concentrate trait.
Throw Rock — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
WORKS WELL WITH
MenderLANDThe Mender sustains the Anvil through the extended front-line exposure that reach tanking demands.
SniperLANDThe Anvil's reach and rock-catching create a safe pocket where a Sniper can fire without interruption.
WeaverLANDThe Weaver's area control compounds the Anvil's threatened zone, making enemy movement through either zone a costly mistake.
PUNISHES
✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
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