The stone giants of Galkor are led by an elder, Krag Stonemaul, a benevolent leader who has no tolerance for bullies and those who tear apart the earth for sure profit without giving back. He has a fondness for things of beauty - artwork, music, gemstones, and will offer help if provided with such. He has had communications with other stone giant communities nearby, but he remains an isolationist especially since the dwarven attacks from a few years before put them on alert.
27 members
Krag Stonemaul
Giant, Stone, Elder, 6 Sorcerer; CR: 12; XP: 19,200; Stone giant sorcerer 6 Align: N; Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +25
DEFENSE: AC: 29; TAC: 14; FFAC: 26 (+4 armor, +2 deflection,+2 Dex, +1 dodge, +11 natural, -1 size); HD: 12d8+60+6d6+6 favored class +30; HP: 171; Saves: For: +15, Ref: +10, Will: +13; Defensive Abilities improved rock catching, Resist acid 10
OFFENSE: Speed: 40 ft.; Melee: +1 shortspear +19/+14/+9 (1d8+8) or 2 slams +16 (1d8+8); Ranged: rock +14/+9 (2d8+10); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (180 ft.);
Spell-Like Abilities: (CL 10th; concentration +19)
1/day–stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 20)
Sorcerer Spells Known: (CL 6th; concentration +15, ranged touch +13)
3rd (4/day)— fly
2nd (6/day)— blink, invisibility, scorching ray
1st (8/day, 7 remaining)— charm person (DC 16), identify, mage armor, obscuring mist, shocking grasp
0th (at will)—dancing lights, daze (DC 15), flare (DC 15), ghost sound (DC15), light, mending, prestidigitation
Statistics: Str: 25; Dex: 15; Con: 21; Int: 14; Wis: 15; Cha: 21; BAB: +12; CMB: +20; CMD: 32
Feats: Alertness (as long as bat familiar is in arm’s reach), Arcane Strike, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Eschew Materials B, Extend Spell, Iron Will, Lightning Reflexes, Mobility
Skills: Humanoid: (2+Int/HD)/Sorcerer (2+Int/lvl): Acrobatics (D) +16, Appraise (Int)(c), Bluff (Cha)(c), Climb (S)(c) +24, Craft ( ) (I)(c), Fly (Dex)(c) +16, Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch), Knowledge (arcana) (Int)(c) +8, Perception (W) +25, Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (Int)(c) +10, Stealth (D) +11 (+19 in rocky terrain), Survival (W)(c), Use Magic Device (Cha)(c); Racial Modifiers: +8 Stealth in rocky terrain
Special Abilities:
Arcane Bond (Su): Bat, N Diminutive Animal: Init: +2, Senses: blindsense 20 ft., low-light vision, Perception +25;
DEFENSE: AC 19, 16 touch, 17 flat (+2 Dex, +4 size, +3 natural); hp 85 (6d8); Fort +0, Ref +4, Will +7, Improved Evasion;
OFFENSE: move 5 ft, fly 40 ft (good); bite +17 (1d3-4); space 1 ft; reach 0 ft.;
STATS: Str 1, Dex 15, Con 6, Int 8, Wis 14, Cha 5; BAB +12, CMB +11, CMD 21; Feat: Weapon Finesse; Skills: Acrobatics +19, Climb +12, Fly +21, Knowledge (Arcana) +2, Perception +25, Spellcraft +4, Stealth +27 Racial: +4 Perception; SQ: Deliver Touch Spells, Empathic Link, Share Spells, Speak with Master
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Languages: Common, Giant, Draconic
Special Qualities: arcane bond (bat familiar), Metamagic Adept (1/day)
Environment: temperate mountains
Organization: solitary, gang (2–5), band (4–8), hunting party (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 1–3 elders, and 4–6 dire bears)
Treasure: standard (potion of barkskin +4, +1 short spear, ring of minor acid resistance, ring of protection +2, headband of Charisma +2). 9,000gp
"This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone."
26
Giant, Stone; CR: 8; XP: 4,800; Align: N; Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +12
DEFENSE: AC: 22; TAC: 11; FFAC: 20; HD: 12d8+48; HP: 102; Saves: For: +12, Ref: +6, Will: +7; Defensive Abilities improved rock catching
OFFENSE: Speed: 40 ft.; Melee: greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8); Ranged: rock +11/+6 (1d8+12); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (180 ft.);
Statistics: Str: 27; Dex: 15; Con: 19; Int: 10; Wis: 12; Cha: 10; BAB: +9; CMB: +18; CMD: 30
Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills: Humanoid: (2+Int/HD) Climb (S)(c) +12, Craft ( ) (I)(c), Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch) +12, Perception (W) +12, Profession ( ) (W*)(c), Ride (D)(c), Stealth (D) +4 (+12 in rocky terrain), Survival (W)(c); Racial Modifiers: +8 Stealth in rocky terrain
Special Abilities:
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Languages: Common, Giant
Special Qualities:
Environment: temperate mountains
Organization: solitary, gang (2–5), band (4–8), hunting party (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 1–3 elders, and 4–6 dire bears)
Treasure: standard (greatclub, other treasure). 3,350 gp
"This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone."
5
Bear, Dire; CR: 7; XP: 3,200; Align: N; Large animal
Init: +5; Senses: low-light vision, scent; Perception +12
DEFENSE: AC: 18 ; TAC: 10 ; FFAC: 17; HD: 10d8+50; HP: 95 ; Saves: For: +12 , Ref: +8 , Will: +4
OFFENSE: Speed: 40 ft.; Melee: 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7); Space: 10 ft.; Reach: 5 ft.
Statistics: Str: 25 ; Dex: 13 ; Con: 21 ; Int: 2 ; Wis: 12 ; Cha: 10 ; BAB: +7 ; CMB: +15 (+19 grapple); CMD: 26 (30 vs. trip)
Feats: Endurance, Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills: Perception +12, Swim +19; Racial Modifiers: +4 Swim
Organization: solitary or pair
Treasure: incidental
“Spittle drips from this feral bear’s roaring maw, and its matted fur is broken in places by wicked, bony growths.”
9
Stone Giant Children
Goat Herds - 5 herds (12, 10, 5, 5, 9)
Goat; CR: 1/3; XP: 135; Align: N; Small animal
Init: +1; Senses: low-light vision; Perception +0
DEFENSE: AC: 13; TAC: 12; FFAC: 12 (+1 Dex, +1 natural, +1 size); HD: 1d8+1; HP: 5; Saves: For: +3, Ref: +3, Will: +0; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: gore +2 (1d4+1); Ranged: ; Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: (CL );
Statistics: Str: 12; Dex: 13; Con: 12; Int: 2; Wis: 11; Cha: 5; BAB: +0; CMB: +0; CMD: 11 (15 vs. trip)
Feats: Nimble Moves
Skills: Animal: (2+Int/HD) Acrobatics (D)(c) +1 (+5 when jumping), Climb (S)(c) +5, Fly (D)(c), Perception (W)(c) +0, Stealth (D)(c), Survival (W) +0 (+4 to find food), Swim (S)(c); Racial Modifiers: +4 Acrobatics when jumping, +4 Survival to find food
Special Abilities:
Familiar: The master of a goat familiar gains a +3 bonus on Survival checks.
Languages:
Special Qualities:
Environment: any
Organization: solitary, pair, or herd (3-12)
Treasure: none
"A small and timid herd animal."