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Pitborn Fire Giant CavalryCreature 11


UncommonLargeFiendFireGiantHumanoid
Source Pathfinder Society Scenario #6-19: What Walks Again
Perception +20 (low light vision)
Languages Common, Chthonian, Jotun, Pyric
Skills Athletics +26, Crafting +22, Intimidation +25, Nature +20
Str +7, Dex +0, Con +6, Int +2, Wis +2, Cha +1

AC 32; Fort +24; Reflex +18; Will +21;
HP 200
Speed 25 feet
Immunities fire
Weaknesses Cold 10, Cold Iron 10

Fist One Action +24 (+20, +16) to hit (agile, reach 10, unarmed) 1d6 Fire + 2d8+15 Bludgeoning
Greataxe One Action +25 (+20, +15) to hit (magical, reach 10, sweep) 2d12+15 Slashing
Flame One Action +22 (+17, +12) to hit (fire, primal) 2d4 Fire + 4d6 Fire

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Intimidating Charge Two Actions (emotion, fear)

The pitborn cavalry commands his mount to Stride twice directly toward a creature. The creature must attempt a DC 27 will save. Regardless of the results of the save, the pitborn cavalry makes an axe Strike at the creature.


Success The creature is unaffected.

Failure The creature is Frightened 1 and Off-Guard to the giant until the start of the giant's next turn.

Critical Failure The creature is Frightened 2 for 1 minute and off-guard to the giant until the start of the giant's next turn.

Mounted Combat

A pitborn fire giant cavalry automatically succeeds at attempts to Command their mounts. They can wield their greataxes one-handed while mounted. While doing so they cannot use their fist or flame Strikes.


The most militaristic of giants, fire giants focus obsessively on learning combat techniques, mastering the arts of forging weapons and armor, and finding new ways to dominate their enemies. Most fire giant communities are built around elemental rifts, hot springs, or volcanic calderas and cannot be moved easily, inspiring unwavering defense against any intruders. As a result, their social and political structures are grounded firmly in martial hierarchies, with a strict emphasis on following the orders of one's superior.

As soon as a fire giant can walk, they are fitted with their first suit of forged armor. This armor is constantly remolded and replaced as the giant matures. Beyond what they can forge in their volcanic furnaces, fire giants also look to tame dinosaurs, drakes, and hell hounds as tools of war.

Fire giants are usually identified by their powerful stature and bright orange hair that flickers and dances as if aflame. A typical fire giant stands about 14 feet tall, weighs around 7,000 pounds, and lives to be 350 years old.


Giants are massive humanoid creatures who live in remote regions throughout the world. They vary widely but are united in their hunger, requiring sustenance of their own element along with the feasts one would expect from such a massive humanoid. Although a simple matter for some giants, more esoteric types find this need a harsh reality. While a massive fistful of ice or snow alongside their meal will satisfy a frost giant, shadow giants hunger for the coagulated shadows of the Netherworld.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fiend

Creatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.

Fire

Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.