Giant, Madborn Hill

It was odd how they were just standing there. Derinth had been hunting giants in the depths of Xen'Drik for years. He knew how they would argue and fight among each other. How they would gorge themselves on whatever they could eat and drink. But this tribe was different. All of them stood stock still in a clearing around an old, broken statue. They barely moved, barely breathed. He knew giants prayed to ancient gods, but it wasn't a quiet affair. These ones were just... odd.

But a job was a job. Carefully, Derinth sneaked around the edge of the clearing, finding a straggler that was separated from the rest of the group. Still just as motionless as the others, this one would be easy prey. As expected, Derinth's blades cut through the hill giant like a towering slab of butter. Quick. Quiet. Clean. The body didn't make a sound as it fell.

What was not expected was how the rest of the tribe immediately turned to look at him. Not just at the place his shadows concealed, but directly at him... in the eyes... And with one voice, they all howled as they charged.

Giant, Madborn Hill

CR 8

XP: 4,800

N Large Humanoid (Giant)

Init: -2; Senses: low-light; Perception +6

DEFENSE:

AC: 20, Touch 7, Flat-Footed 20 (-1 size, -2 Dex, +4 armor, +9 natural)

HP: 105 (10d8+60)

Fort: +13; Ref: +1; Will: +5

OFFENSE:

Speed: 40 ft (30 ft in armor)

Melee: Greatclub +13/+8 (2d8+22) or 2 slams +10 (1d8+15) - Power Attack already factored

Ranged: Rock +5 (1d8+13)

Space: 10 ft.; Reach: 10 ft.

Special Attacks: rock throwing (120 ft)

Spell-Like Abilities: (CL 10th, concentration +8), Saving throw DC are Charisma based.

At Will - Cause Fear (DC 9), Daze Monster (DC 9), Expeditious Retreat, Lesser Confusion (DC 9)

STATISTICS:

Str 29, Dex 6, Con 23, Int 2, Wis 10, Chr 7

Base Atk: +7; CMB: +17; CMD: 25

Feats: Cleave, Intimidate Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Skills: Climb +12, Intimidate +12, Perception +6

Languages: Giant

SPECIAL ABILITIES:

Rage (Ex): Madborn hill giants are under a perpetual state of rage, giving them a +4 to Strength and Constitution, +2 to Will saves, -2 to Dexterity and AC and a -4 to Intelligence. Effects that end rage affect the madborn hill giant as well, but as soon as the effect ends, the rage adjustments come back. Except as noted above, this is identical to the barbarian rage class feature.

Tottering Blows (Ex): A madborn creature has poor coordination and does not adjust to changes in circumstances well. Any time a madborn creature misses on an melee attack, it becomes flat-footed until the beginning of its next turn.

Will of the Madstone (Ex): Madborn hill giants are always linked with the parasitic hive mind that caused their change in the first place and thus is always in communication with every other madborn created by the same source. If any madborn hill giant is aware of a threat, all madborn hill giants from the same source are also aware of the same threat, meaning that if one madborn is not surprised, then none of them are. Likewise, if any madborn is not being flanked itself and is aware of a threat that would cause another madborn of the same source to be flanked, then the other madborn hill giant is immune to being flanked. This effectively means that unless all madborn in a group are being flanked, then none of them are effected by being flanked. This telepathic link can reach anywhere on the same plane, but does not cross planar boundaries. Attempts to severe this telepathic link require a DC 35 caster level check, in addition to whatever methods the madborn hill giant has itself to resist.

ECOLOGY:

Environment: Cold forests

Organization: Solitary, pair or packs (5-8). Madborn hill giants naturally congregate and thus it is rare to encounter a single madborn hill giant

Treasure: hide armor, greatclub, other treasure

Role: Combat

Source: Personally created

This is an example of a hill giant with the Madborn Creature template.