Archives of Nethys

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Template Grafts | Universal Monster Rules


Giant Grafts

There are numerous species of giants, and they can be found living in their own communities or among other creatures in places that can accommodate their size.

Moon Giant

Source Alien Archive 2 pg. 63
Moon giants are normally placid scholars, but they are easily swayed by lunar phases or malign celestial influences.
Required Creature Type: Humanoid (giant).
Alignment: Lawful neutral.
Traits: Huge; low-light vision, sense through (vision, 60 ft.); lunar aura (see page 62); cold and resistance to fire 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15); crush (CR 7+); hurl debris (see page 62); spell-like abilities (CR 8+).

Cloud Giant

Source Alien Archive 2 pg. 63
Cloud giants live on floating citadels in the swirling atmospheres of gas planets.
Required Creature Type: Humanoid (giant).
Alignment: Neutral good or neutral evil.
Traits: Huge; blindsense (scent) 60 ft., low-light vision, sense through (vision [clouds only]); resistance to cold 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15); fly speed 40 ft. (CR 5+; Su, average; normal, thick, and toxic atmospheres only), deals damage as a creature 1 CR higher; crush; hurl debris (see page 62); knockback (see below); spelllike abilities (CR 11+).

Knockback (Ex): Whenever a cloud giant successfully deals damage to a creature with a melee attack or thrown projectile, the giant can immediately initiate a bull rush combat maneuver against that target (this takes no action and does not provoke attacks of opportunity).

Eclipse Giant (CR 14+)

Source Starfinder #33: Dominion’s End pg. 58
Distracted creatures, eclipse giants watch the skies and pay little mind to those around them.
Required Creature Type: Humanoid (giant).
Alignment: Neutral.
Traits: Gargantuan; low-light vision, see in darkness; immunity to death effects; eclipse empowered ( CR 1–9: lesser resistant armor, CR 10–15: resistant armor, CR 16+: greater resistant armor); hurl debris; infuse debris; spell-like abilities (CR 8+).
Abilities: Eclipse Empowered (Su) When an eclipse giant is in the presence of and can see either a solar or a lunar eclipse, they’re affected by greater resistant armor for as long as the eclipse lasts or until the giant can no longer see the eclipse, whichever comes first. Upon first being affected by greater resistant armor, the eclipse giant can choose to be protected against all kinetic damage or four types of energy damage; the giant can’t alter this choice.
Hurl Debris (Ex) The mighty strength of a giant allows it to turn nearly anything into a ranged weapon. A giant is assumed to have such debris available (either loose or readily torn from the environment without requiring an extra action) unless the GM rules otherwise. Hurled debris has a range increment equal to the giant’s Strength modifier × 5 feet. Such attacks also create difficult terrain in a 5-foot-radius area around the target, or a 10-foot-radius area for Huge and larger giants.
Infuse Debris (Su) As a move action, an eclipse giant infuses the next bit of debris they hurl with healing or destructive energies. If they choose healing energy, the difficult terrain the debris creates is infused with healing energy for 1 minute; a creature that ends its turn in that area heals an amount of Hit Points equal to the giant’s CR. If the giant chooses destructive energy, their next hurled debris attack is made against EAC and deals additional force damage equal to the eclipse giant’s CR on a hit.

Fire Giant

Source Starfinder #17: Solar Strike pg. 59
Fire giants live in the hottest portions of the galaxy. They are often thought of as the most rigid-thinking and militaristic of all the giant species, seemingly always preparing for a war that might never come.
Required Creature Type: Humanoid (giant).
Alignment: Lawful evil.
Traits: Fire subtype; Large; low-light vision; immunity to fire; vulnerable to cold; melee attacks and attacks made with the hurl debris ability deal additional fire damage equal to CR; crush (CR 7+); hurl debris.

Slag Giant

Source Starfinder #17: Solar Strike pg. 59
Slag giants are nomadic, seeking out places where they can work with metals. They are aloof, preferring their work to personal interaction. Some scholars believe slag giants were created when fire and stone giants were crossbred using magic.
Required Creature Type: Humanoid (giant).
Alignment: Lawful neutral.
Traits: Large; low-light vision; resistance to fire 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15); crush (CR 7+), hurl debris; shattering blow (see below).
Abilities: Shattering Blow (Ex): A slag giant’s melee attacks against metal or stone objects or structures deal double damage.

Stone Giant

Source Alien Archive 2 pg. 63
Some stone giants are simple herders on distant, pastoral worlds, while others carve unfathomably huge starships and space stations from asteroids.
Required Creature Type: Humanoid (giant).
Alignment: Neutral.
Traits: Large; blindsense (vibration) 30 ft., darkvision 60 ft., low-light vision; immunity to exhaustion, fatigue, stun; resistance to acid and fire 5 (CR 8+; increase to 10 at CR 13, 20 at CR 17); DR 5/— (CR 11+; increase to DR 10/— at CR 13, DR 15/— at CR 15, DR 20/— at CR 17), crush (CR 7+); hurl debris (see page 62); trample; no breath.

Storm Giant

Source Alien Archive 2 pg. 63
Storm giants build their strongholds in planet-sized storms and other destructive locales, priding themselves in forging hospitable homes out of extreme environments.
Required Creature Type: Humanoid (giant).
Alignment: Chaotic good.
Traits: Huge; low-light vision, sense through (vision [clouds and precipitation only]); electric aura (see below); immunity to electricity, entanglement, paralysis; resistance to sonic 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15); swim speed of 40 ft, crush (CR 7+); hurl debris (see page 62); spell-like abilities (CR 9+); water breathing; proficient with all armor and weapons.

Electric Aura (Su): Technological equipment and items must succeed at a Fortitude saving throw or gain the broken condition for 1 round. Items are affected by a storm giant’s electric aura every round as long as they remain within range.

Sun Giant

Source Starfinder #17: Solar Strike pg. 59
Sun giants seek to bring their light to the dark corners of space, either through benevolent exploration or selfish conquest. They hold particular animosity toward creatures from the Shadow Plane.
Required Creature Type: Humanoid (giant).
Alignment: Chaotic good or chaotic evil.
Traits: Huge; low-light vision; solar aura (see below); solar adaptation; immunity to blinding, dazzling, fire, radiation; resistances cold 5 and electricity 5 (CR 3+; increase to 10 at CR 7, 20 at CR 11, 30 at CR 15); crush (CR 7+); hurl debris; sun dart (see below); spell-like abilities (CR 10+).
Abilities: Solar Aura (Su): All light within 60 feet of a sun giant is bright light and can’t be reduced by magical darkness. At CR 9+, sighted creatures within the aura become dazzled. At CR 15+, once per round as part of any other action, the giant can target one sighted creature within the aura to be permanently blinded (Fortitude negates).

Sun Dart (Ex): As a swift action, a sun giant can empower the next piece of physical ammunition they fire from a ranged weapon (such as an arrow, dart, or round) with solar energy. If this attack hits, the giant deals an additional amount of fire damage equal to their CR and the target is off-target until the end of the sun giant’s next turn.