Born mightier and larger than usual for their kind, jotunblood giants tower over their fellows both in height and power. Often called king-giants by the smaller races, jotunblood giants almost invariably live up to that name, acting as leaders of the other giants they live with. Few giant tribes can boast more than one jotunblood giant, and these creates rarely beget more. Typically, a jotunblood giant is born when a giant tribe lacks strong leadership. The birth of a second jotunblood giant to a tribe that already has one is usually seen as a sign from the giant gods that the tribe has grown too large and must split, with the two halves going their separate ways. Reluctance to do so has led to bloody civil wars and long-held grudges.
"Jotunblood Giant" is an inherited template that can be added to any Humanoid with the Giant subtype (referred to hereafter as the base creature). A Jotunblood Giant uses all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature +4.
Size and Type: The base creature’s type does not change. Its size increases by one category over the base creature (maximum Colossal). An increase in size will affect its AC, attack bonus, natural armor, Strength, Dexterity, Constitution, Fly and Stealth skills, and CMB/CMD. Changes are noted in the appropriate section.
Senses: A Jotunblood Giant gains the scent (Ex) ability.
Armor Class: The base creature's size modifier to AC is replaced by one based on the Jotunblood Giant's new size, as given in the following table. In addition, its natural armor bonus increases over that of the base creature by the amount indicated.
Hit Dice: The Jotunblood Giant template adds ten racial HD (d8). Hit Dice derived from class levels remain unchanged.
Defensive Abilities: The Jotunblood Giant retains all the base creature's defensive abilities and gains those described here.
Jotunblood Quality: The exact jotunblood qualities gained depend on the kind of giant, as follows.
Immunity to Sonic (Ex): Jotunblood cloud giants are immune to sonic damage.
Shift Sleeping (Ex): A jotunblood ettin has four heads, and the heads sleep in shifts. Since at least two heads are awake at any time, the jotunblood ettin can never be taken unaware as it sleeps. Two of a jotunblood ettin's heads can sleep while the other two are awake and working; thus, it can regain hit points and heal ability damage as though it had bed rest even while remaining active. Sleeping heads do not control their arms, however, and heads cannot sleep during combat. Jotunblood ettins are immune to sleep effects.
Meld into Earth (Su): At will, a jotunblood hill giant can meld into earth (but not solid stone) as though using the meld into stone spell, except that it can remain in the earth for as long as it wishes. In addition to the effects of the spells listed in the meld into stone description, a move earth spell cast on the melded jotunblood hill giant's location causes it to be expelled from the earth and take 5d6 points of damage in the process. While melded with earth, a jotunblood hill giant heals 1 hit point of damage per round, as if it had Fast Healing 1.
Ogre, Merrow, or Ogre Mage
Greater Darkvision (Ex): A jotunblood ogre has darkvision with a range equal to its normal vision.
Damage Reduction (Su): A jotunblood stone giant has damage reduction 10/adamantine.
Statue Form (Su): At will and as a free action, a jotunblood troll may turn itself to stone as though with the statue spell, gaining a hardness of 8. It can remain in this form as long as it wishes. As with the spell, it can return to normal as a free action, act, and then become a statue again as a free action. This ability is likely the source of the erroneous belief that sunlight can turn a troll to stone.
Other Giant Type
Fast Healing (Ex): The Jotunblood Giant regains hit points at the rate of 5 per round.
Rock Catching (Ex): Even if the base creature did not have this ability, the Jotunblood Giant gain the ability to catch rocks.
Spell Resistance (Ex): A Jotunblood Giant has spell resistance equal to that of the base creature or 8 + the Jotunblood Giant's CR, whichever is higher.
Speed: Each of the Jotunblood Giant’s movement rates increase by 10 ft over that of the base creature.
Melee Attacks: The Jotunblood Giant retains all the base creature's attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. Its bonus on attack rolls changes based on its new size modifier, as given on the following table.
Damage: The base damage for each of the Jotunblood Giant's natural or weapon attacks increases by one step.
Space and Reach: The Jotunblood Giant has a space and reach appropriate for its new size, as described in the following table. If the base creature had greater than normal reach for its size, add 5 feet to the reach indicated on the table.
Special Attacks: A Jotunblood Giant retains all of the base creature's special attacks and gains the one described here.
Improved Rock Throwing (Ex): A Jotunblood Giant has a + 1 racial bonus on attack rolls made to throw rocks. This bonus stacks with the racial bonus from the Rock Throwing ability. A creature can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The Jotunblood Giant can throw rocks to five range increments. The size of the range increment depends on the Jotunblood Giant's size category, as given in the table. If the base creature has a better rock throwing ability, use its values instead. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 its Strength bonus. The Jotunblood Giant gains this special attack even if the base creature did not have it.
Jotunblood Attack: The exact jotunblood attack gained depends on the kind of giant, as follows.
Breath Weapon (Su): A jotunblood cloud giant can breathe a 40-foot-long cone of thunderous noise once every ld4 rounds. Each creature caught in the cone must make a Reflex save (DC 10 + 1/2 Jotunblood Giant's HD + Jotunblood Giant's Con modifier) or take 10d6 points of sonic damage. A successful save halves the damage.
Extra Attacks (Ex): A jotunblood ettin has four heads and four arms. Since it has twice as many arms and enough heads to control them all, it can attack with all four arms at no penalty.
Breath Weapon (Su): A jotunblood fire giant can breathe a 40-foot cone of fire once every ld4 rounds. Every creature caught in the cone must make a Reflex save (DC 10 + 1/2 jotunblood fire giant's HD + jotunblood fire giant's Con modifier) or take 10d6 points of fire damage. A successful save halves the damage.
Breath Weapon (Su): A jotunblood frost giant can breathe a 40-foot cone of cold once every Id4 rounds. Every creature caught in the cone must make a Reflex save (DC 10 + 1/2 jotunblood frost giant's HD + jotunblood frost giant's Con modifier) or take 10d6 points of cold damage. A successful save halves the damage.
Earth-Shaking Bellow (Su): Once every Id4 rounds, a jotunblood hill giant 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 the jotunblood hill giant.
Ogre, Merrow, or Ogre Mage
Stunning Blow (Ex): Once every Id4 rounds, a jotunblood ogre can imbue its melee attacks with stunning force. A creature damaged by such an attack must succeed on a Fortitude save (DC 10 + 1/2 jotunblood ogre's HD + jotunblood ogre's Str modifier) or be stunned for 1 round.
Stone Calling (Su): A jotunblood stone giant can cause any rock within 1,000 feet to fly at a foe simply by calling to it. The rock must be unattended and of a size that the jotunblood stone giant could normally lift and throw. Resolve the attack as though the jotunblood stone giant were standing where the rock is and throwing it at the foe, adding 1 ½ the jotunblood stone giant's Strength bonus to damage as normal. The jotunblood stone giant can even use this ability to hurl rocks at creatures it cannot see, including foes that have total cover from its position. However, it must guess where such foes are, and even if it guesses correctly, it has a 50% miss chance. Jotunblood stone giants often use this ability to confuse foes and attack enemies outside their normal rock-throwing range.
Breath Weapon (Su): A jotunblood storm giant can breathe a 40-foot cone of lightning once every Id4 rounds. Every creature caught in the cone must make a Reflex save (DC 10 + 1/2 jotunblood storm giant's HD + jotunblood storm giant's Con modifier) or take 10d6 points of electricity damage. A successful save halves the damage.
Great Rend (Ex): When a jotunblood troll hits with both claw attacks, it rips its foe apart and automatically deals an additional 4d8 points of damage plus 1-1/2 times its Strength bonus. This ability replaces the troll's Rend ability.
Other Giant Type
Trample (Ex): The Jotunblood Giant can trample foes up to one size categories smaller than itself.
Abilities: The Jotunblood Giant's abilities change based on its size, as shown in the chart below:
Base Attack: The Jotunblood Giant's base attack bonus is equal to its new HD x 3/4, rounded down.
CMB and CMD: The base creature’s special size modifier to CMB and CMD is replaced with a new value based on the Jotunblood Giant's new size.
Feats: Additional feats should be selected based on the 10 additional HD granted by the Jotunblood Giant template.
Skills: The Jotunblood Giant gains a number of additional skill points equal to (2 + Int modifier, minimum 1) x 10. Class skills are as per the Humanoid (Giant) subtype and character class, if any. The Jotunblood Giant retains any skill points gained from class levels. New racial bonuses, new size modifiers, and new ability scores all modify skills. In addition, the size change also changes the Jotunblood Giant's size modifier on Fly and Stealth checks.