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Giant, Ash

Large giant, chaotic neutral

Armor Class 15 (scale mail)
Hit Points 210 (20d10 + 100)
Speed 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Athletics +14
Damage Immunities fire, poison
Senses passive Perception 14
Languages Common, Giant
Challenge 13 (10,000 XP)

SPECIAL TRAITS

  • Ashen Adaptation. An ash giant has no difficulty breathing in ashes, smoke, and similar noxious fumes, and an ash giant can see clearly within 30 feet even when ashes and smoke would normally impair vision.

ACTIONS

  • Multiattack. The ash giant makes 2 greatsword attacks.
  • Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 30 (6d6+9) slashing damage.
  • Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

ABOUT

Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Towering above a typical human, their misshapen bodies and pale flesh are covered in purulent sores and bulbous tumors. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are 10 feet tall and weigh 1,200 pounds.

Dark Thoughts. Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Some ash giants take their bleakness to extremes, seeing it as a nihilistic epiphany that opens up the entropic secrets of the universe and its ultimate annihilation, becoming deranged prophets of a coming apocalypse.

Ash Leprosy. Ash giants carry a contagious wasting disease that permeates their clothing, exposing creatures that search their gear or corpses to a sickness that affects most creatures like sewer blightsrd, but each day the disease persists a creature must make an additional DC 13 Constitution saving throw or the sickness begins to rot the brain like cackle feversrd that deals 5 (1d10) points of necrotic damage in addition to psychic damage with each failed saving throw.

Vermin Empathy. Ash giants can communicate freely with vermin in a manner identical to speak with animals, and they can train such creatures to serve them.

Section 15: Copyright Notice
Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.