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This towering big has finely chiseled features. Island Her pores and skin is pale and clean, and her lengthy wispy hair flutters as if in a breeze.
Cloud Giant CR 11
NG or NE Huge humanoid (big)
Init +1; Senses low-mild vision, scent; Notion +17
AC 25, contact 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, -2 dimension)
hp 168 (16d8+96)
Fort +16, Ref +6, Will +10
Pace 50 ft.
Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Particular Attacks rock throwing (140 ft.)
Spell-Like Skills (CL 16th)
At will—levitate (self plus 2,000 lbs.), obscuring mist
Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Superior Blow, Cleave, Nice Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Assault
Abilities Climb +19, Craft (anybody) +10, Diplomacy +9, Intimidate +26, Notion +17, Carry out (string devices) +eight
SQ oversized weapon
Group solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of seventh-twelfth stage and a pair of-5 griffons)
Treasure customary (chain shirt, morningstar, different treasure)
Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons with out penalty. Most favor the usage of immense morningstars.
Cloud giants’ skin ranges in coloration from milky white to powder blue. Adult males are about 18 ft tall and weigh around 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can reside to be 400 years outdated, and dress in the best clothing and jewelry obtainable. To many, appearance indicates station. The higher the clothes and the finer the jewellery, the more necessary the wearer. Additionally they recognize music, and most can play a number of instruments (the harp is a favourite).
Cloud giants have an unusually extensive alignment spread—approximately half are good and half are evil. Good cloud giants construct roads from their settlements to connect with other humanoid roads as a way to foster commerce. It’s not uncommon to see a good cloud giant strolling among people, for example, in a human city near a tall mountain range. Evil cloud giants have a tendency to not bother with permanent settlements and as an alternative live on high peaks in crude shelters, only coming down to raid villages for no matter they might want. These two philosophies usually see violent and lengthy-lasting wars erupt between neighboring tribes.
Legends abound of magical cloud giant cities nestled within the very clouds themselves that float with the winds and circumnavigate the world. While most cloud giants recognize this as a fantasy, there are some who not solely claim to have seen them but have devoted the entirety of their long lives to finding them once more.
This lumbering large has short stumpy legs and powerful, muscular arms. Its hair and beard seem to be manufactured from hearth.
Hearth Big CR 10
LE Massive humanoid (fireplace, large)
Init -1; Senses low-light imaginative and prescient; Perception +14
AC 24, touch 8, flat-footed 24 (+8 armor, -1 Dex, +eight pure, -1 size)
hp 142 (15d8+seventy five)
Fort +14, Ref +4, Will +9
Defensive Talents rock catching; Immune fire
Weaknesses vulnerability to cold
Melee greatsword +21/+sixteen/+eleven (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Particular Attacks heated rock, rock throwing (120 ft.)
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Nice Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (greatsword)
Abilities Climb +14, Craft (anyone) +eight, Intimidate +eleven, Notion +14
Atmosphere warm mountains
Group solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd degree), raiding party (6-12 plus 1 adept or sorcerer of third-5th stage, 2-5 hell hounds, and a couple of-three trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of sixth-seventh level; 1 fighter or ranger of 8th-ninth degree as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 younger pink dragons)
Treasure customary (half-plate, greatsword, different treasure)
Heated Rock (Su) Fire giants transfer the heat of their bodies to rocks as a part of an attack action when they throw rocks. A heated rock offers 1d6 factors of additional fire injury on successful.
Hearth giants are the most rigid and militaristic of all the large races. They constantly prepare for struggle and practice brutal techniques on anybody and everybody that will get of their way. Their rigid command construction is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.
Hearth giants have vibrant orange hair that flickers and glows nearly as if it were aflame. An grownup male is 12 to 16 ft tall, has a chest that measures 9 ft round, and weighs about 7,000 pounds. Females are barely shorter and lighter. Hearth giants can live to be 350 years previous.
Fireplace giants put on sturdy cloth or leather-based garments colored red, orange, yellow, or black. Warriors put on helmets and half-plate armor of blackened steel and wield giant greatswords that they use to chop swaths throughout the battlefield. In massive teams, hearth giants battle with brutal and efficient group techniques, and are not afraid to sacrifice one or two of their members to draw an enemy into an ambush.
Fire giants choose scorching locations—the hotter, the better. They’ve been present in deserts, volcanoes, sizzling springs, and deep beneath the earth close to lava vents. They stay in castles, walled settlements, or giant caverns, and the design of these places displays their inflexible, militaristic way of life, with officers residing in higher quarters than the rank-and-file.
This large appears like a thick, muscular human. It has frost-white pores and skin and lengthy, mild blue hair that it wears braided.
Frost Big CR 9
XP 6,four hundred
CE Large humanoid (chilly, large)
Init -1; Senses low-gentle vision; Perception +10
hp 133 (14d8+70)
Fort +14, Ref +three, Will +6
Defensive Talents rock catching; Immune cold
Weaknesses vulnerability to fireplace
Melee greataxe +18/+thirteen (3d6+thirteen) or 2 slams +18 (1d8+9)
Ranged rock +9 (1d8+13)
Str 29, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Assault, Skill Focus (Stealth)
Expertise Climb +13, Craft (anybody) +7, Intimidate +7, Notion +10, Stealth +2 (+6 in snow); Racial Modifiers +4 Stealth in snow
Surroundings cold mountains
Group solitary, gang (3-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd degree), raiding social gathering (6-12 plus 35% noncombatants, 1 adept or sorcerer of 3rd-fifth stage, 1-4 winter wolves, and 2-three ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of sixth-7th stage; 1 barbarian or ranger jarl of seventh-9th stage; and 15-36 winter wolves, 13-22 ogres, and 1-2 younger white dragons)
Treasure standard (chain shirt, greataxe, other treasure)
A frost large’s hair may be light blue or dirty yellow, and its eyes normally match its hair color. Frost giants gown in skins and pelts, together with any jewelry they personal. Frost large warriors additionally don chain shirts and metallic helmets decorated with horns or feathers. An adult male stands about 15 ft tall and weighs roughly 2,800 pounds. Females are barely shorter and lighter, however in any other case equivalent to males. Frost giants can dwell to be 250 years previous.
Frost giants are amongst probably the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing shows of brutality. Frost giants normally begin combat at a distance, throwing rocks till they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favourite tactic is to lay an ambush by hiding buried within the snow at the top of an icy or snowy slope, the place opponents could have problem reaching them, after which beginning an avalanche before leaping into battle. Frost giants can disguise properly in snowy environments and are masters of stealth in their area.
Frost giants survive on looking and raiding alone, as they stay in desolate, frigid environments. Frost large teams are split virtually evenly between those that reside in makeshift settlements or abandoned castles and people who roam the frozen north as nomads searching for spoils and provisions. Frost giant leaders name themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for management of the tribe. These challenges typically end result within the death of one of many combatants. A single jarl can often count a dozen or more smaller frost large tribes as a part of his prolonged tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords.
Frost giants love to take captives, and use them for food as well as slaves and commodities. Every group of frost giants typically has 1-2 humanoid slaves shackled to a slave handler—usually the meanest and cruelest non-jarl in the group. They are additionally fairly fond of monstrous pets—white dragons and winter wolves are standard selections, however remorhazes, yetis, and even linnorms can be found dwelling in a frost large lair.
This hunched giant exudes power and a crude, stupid anger, its filthy fur clothing bespeaking a brutish and backwoods way of life.
Hill Big CR 7
CE Large humanoid (large)
Init -1; Senses low-light imaginative and prescient; Notion +6
AC 21, touch eight, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
hp eighty five (10d8+forty)
Fort +eleven, Ref +2, Will +3
Defensive Abilities rock catching
Velocity 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +thirteen (1d8+7)
Ranged rock +6 (1d8+10)
Special Assaults rock throwing (a hundred and twenty ft.)
Str 25, Dex eight, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Energy Attack, Weapon Focus (greatclub)
Expertise Climb +10, Intimidate +12, Notion +6
Environment temperate hills
Organization solitary, gang (2-5), band (6-eight), raiding celebration (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-sixth level, 11-sixteen dire wolves, 1-four ogres, and thirteen-20 orc slaves)
Treasure customary (hide armor, greatclub, other treasure)
Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants put on layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring merely so as to add extra hides as their old ones put on out. Adults are around 10 ft tall and weigh about 1,one hundred pounds. Hill giants can reside to be 200 years old, but virtually never do.
Hill giants favor to fight from excessive, rocky outcroppings, the place they will pelt opponents with rocks and boulders whereas limiting the chance to themselves. Hill giants love to make overrun attacks in opposition to smaller creatures after they first be part of battle. Thereafter, they stand fast and swing away with their huge clubs.
Hill giants are the most nomadic of all of the humanoid large species, preferring to travel from one settlement to the following in order to raid and pillage. While they like temperate climates, they’re going to travel far from their most well-liked environment so lengthy because the raiding is plentiful and profitable. They’re, as a complete, extremely egocentric creatures and rarely engage in battles they don’t mechanically know they’re going to win. Hill giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clanmate to save their very own skins. Roving bands of hill giants are widespread in temperate hills, and their constant aggression makes them one of many extra feared dangers in this local weather.
Solitary, non-evil hill giants are very rare however can sometimes be present in other humanoid societies, although they’re almost by no means accepted in central cities jean stone island or inhabitants centers. They do finest as laborers and troopers in outlying frontier towns, and often function rudimentary diplomats to negotiate with marauding hill big bands. Sadly, hill giants who shed their racial life-style for civilization are mocked and infrequently killed on sight by their nomadic brethren. Nonetheless, these “civilized” hill giants can find their place inside society and lots of have managed to live peaceful, uneventful lives.
This big has chiseled, muscular options and a flat, ahead-sloping head, looking virtually as if it had been carved of stone.
Stone Big CR eight
N Massive humanoid (large)
Init +2; Senses darkvision 60 ft.low-gentle vision; Notion +12
AC 22, contact 11, flat-footed 20 (+2 Dex, +11 pure, -1 measurement)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Skills improved rock catching
Pace 40 ft.
Melee greatclub +sixteen/+eleven (2d8+12) or 2 slams +sixteen (1d8+eight)
Ranged rock +11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Particular Attacks rock throwing (180 ft.)
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Level-Clean Shot, Energy Attack, Exact Shot, Quick Draw
Skills Climb +12, Intimidate +12, Notion +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Large
Setting temperate mountains
Group solitary, gang (2-5), band (four-8), hunting occasion (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and four-6 dire bears)
Treasure standard (greatclub, different treasure)
Improved Rock Catching (Ex) A stone giant good points a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This means otherwise works just like the rock catching skill.
Stone giants prefer thick leather-based garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 ft tall, weigh about 1,500 pounds, and might dwell to be 800 years old.
Stone giants combat from a distance every time potential, but when they cannot avoid melee, they favor gigantic clubs chiseled out of stone. A favourite tactic of stone giants is to face practically motionless, blending in with the background, then move forward to throw rocks and shock their foes.
Stone giants prefer dwelling in huge caves in excessive-altitude, rocky peaks. They rarely live more than a few days’ travel from different bands of stone giants, and even elevate shared herds of goats and different livestock between tribes. Older stone giants tend to wander away from the tribe for a major time period of their later years, either dwelling in seclusion someplace or making an attempt to merge into different humanoid civilizations. After a long time of this self-imposed exile, those who return do in order stone giant elders.
Stone Big Elders
Some stone giants develop particular talents associated to their setting. Referred to as elders, these stone giants have Charisma scores of at least 15 and three spell-like talents (CL tenth). As soon as per day they’ll use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-primarily based. One in 10 elders is a sorcerer, normally of third to 6th degree. Stone giant elders add +1 to their CR.
This large is a towering, muscular human of heroic proportions, with bronze pores and skin, dark hair, and sparkling green eyes.
Storm Big CR 13
CG Enormous humanoid (large)
Init +2; Senses low-gentle vision; Perception +27
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 pure, -2 measurement)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +thirteen
Defensive Abilities rock catching; Immune electricity
Speed 50 ft.swim forty ft. (35 ft.swim 30 ft. in armor)
Melee mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)
Ranged mwk composite longbow +15/+10/+5 (3d6+14/×3)
Area 15 ft.; Attain 15 ft.
Spell-Like Talents (CL fifteenth)
Constant—freedom of movement
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)
Str 39, Dex 14, Con 23, Int sixteen, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD forty two
Feats Superior Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Very important Strike, Iron Will, Power Assault, Important Strike
Abilities Acrobatics +18, Climb +17, Craft (anybody) +thirteen, Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive +24, Swim +22
Languages Auran, Common, Draconic, Giant
SQ militant, water breathing
Setting any heat
Organization solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th degree, 1-2 rocs, 2-6 griffons, and a couple of-8 sharks)
Treasure standard (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)
Militant (Ex) Storm giants are proficient with all easy and all martial weapons.
Water Respiration (Ex) Storm giants can breathe water in addition to air.
Storm giants have a tendency toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and people possessing it are likely to change into leaders among their variety. Adults are usually 21 ft tall and weigh 12,000 pounds. Storm giants can live to be 600 years old. When at rest, they prefer to wear short, unfastened tunics belted at the waist, sandals or bare feet, and headbands. They put on a few items of straightforward however finely crafted jewelry, with anklets (favored by barefoot giants), rings, or circlets being commonest. But when they outfit themselves for battle, they don shimmering breastplates and wield huge greatswords and bows.
Storm giants tend to be reclusive, prefering to dwell alongside remote coastlines or on tropical islands. Yet like their namesakes, they’re vulnerable to violent mood swings. Storm giants are fast to anger in the face of evil and might be brutal, harmful foes when insulted. In battle, they prefer to ship a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow vary.
Storm giants dwell in effectively-constructed towers, castles, or walled settlements, and favor to live off the land. They maintain huge, well-tended gardens and handle lots of of acres of farmland per group. They often rent different humanoids, such as elves or humans, to help them run their massive farms. A storm giant enclave typically takes accountability for the safety of an entire island or stretch of coastline.