Giant, Sea
| Statistic | Value |
|---|---|
| Size/Type | Gargantuan Giant (Aquatic) |
| Hit Dice | 16d8+96 (168 hp) |
| Initiative | +1 |
| Speed | Swim 50 ft. (10 squares) |
| Armor Class | 17 (-4 size, +1 Dex, +10 natural), touch 7, flat-footed 16 |
| Base Attack/Grapple | +12/+33 |
| Attack | Gargantuan shortspear +17 melee (2d8+9); or Gargantuan net +11 melee |
| Full Attack | Gargantuan shortspear +17/+12/+7 melee (2d8+9); or Gargantuan net +11 melee |
| Space/Reach | 20 ft./20 ft. |
| Special Attacks | Spell-like abilities |
| Special Qualities | Darkvision 30 ft., low-light vision, resistance to cold 20 |
| Saves | Fort +16, Ref +6, Will +6 |
| Abilities | Str 28, Dex 12, Con 23, Int 11, Wis 12, Cha 9 |
| Skills | Handle Animal +2, Listen +15*, Move Silently +10, Survival +9 |
| Feats | Cleave, Great Cleave, Improved Overrun, Power Attack, Weapon Focus (net) |
| Environment | Temperate aquatic |
| Organization | Solitary, gang (2–5), hunting/raiding party (6–9 plus 1–3 orca whale or 2–4 huge shark), or tribe (21–30) |
| Challenge Rating | 13 |
| Treasure | No coins; double goods; standard items |
| Alignment | Often lawful evil |
| Advancement | By character class |
| Level Adjustment | ― |
Description
This giant has distinctly reptilian features, with a dark green scaly flesh and a long, sleek tail. A spiked dorsal fin runs down the back. Its emerald eyes are slitted like a cats, and it has large, spiny ear lobes that fold back against its head.
This enormous race of seafaring amphibians share a common ancestor with the lizardmen. Some time in the distant past, however, they were changed into the largest of the common giant races. The hands of the sea giants are webbed for swimming, but are still capable of handling weapons and tools fashioned from coral. A spiked dorsal fin peaks at the rib cage, then runs the length of their back to the tail.
The tough, slick, dark-green hide of the sea giant provides considerable protection, and streamlines their movement through the water. Their eyes are slitted vertically much like a cat, and provide excellent vision underwater. They also have small ear openings that sense minute noises from passing fishes and other denizens of the depths.
Sea giants are incapable of standing upright on dry land, partly since they have a shark-like tail, and also because the ocean water supports much of their impressive bulk.
Combat
Sea giants travel in hunting parties to trap and slay large creatures, such as whales or dire sharks. They often gather orcas to join their hunt and round up the prey. Typically, a sea giant hunting party is armed with razor-sharp coral spears, and they employ a large net made from tough shark hide.
As sea giants dwell underwater, they lack the rock throwing and rock catching abilities of most giants.
Spell-Like Abilities: 3/day―know direction, speak with animals (aquatic only). 1/day―hide from animal (DC 21) Caster level 16th. The save DCs are Charisma-based.
Skills: A sea giant has a +4 racial bonus to Listen checks while their head is underwater. They do not gain this bonus to sounds coming from the air above, and have a -4 penalty to Listen checks when their head is above the water.
Sea Giant Society
The sea giant clans typically reside in clusters of underwater caves, surrounded by delightful gardens decorated by beautiful coral and many tropical fishes. The clans grow extensive fields of seaweed in the ocean shallows. They have some limited commerce with lizardmen, but usually avoid contact with other surface dwellers. They are greatly feared and hated by other intelligent sea dwellers, which they sometimes enslave to work the farms.
There may be a rare offshoot of the sea giants who inhabit large, freshwater lakes. These are smaller than their sea-going cousins, and are not held in high regard by true sea giants. Even their cultures are quite divergent, with lake giants being said to be far more benevolent and sophisticated than the somewhat brutal sea giants. Most sea giants avoid unsalted water unless necessary, so the two races rarely meet.
Sea Giant Characters
A sea giant’s favored class is fighter. Most sea giant leaders are fighters or warriors. Sea giant clerics worship an evil god of the sea and can choose any two of the following domains: evil, law, and water.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, sea giants also gain the following special benefits.
- The caster level of the spell-like abilities is equal to the Hit Dice.