TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  Fog and Garden 
  Giants
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Fog Giant
   
  The towering humanoid emerging from the swirling 
  mists has pale grey skin and wears a long brown coat. His 
  face is grim and proud, and his eyes shine with a subtle light. 
  In both hands he holds a needle-like spear, ready to strike at 
  need. 
  FOG GIANT 
   
   
   
   
            CR 13
  XP 25,600
  NG Huge humanoid (giant)
  Init +7; Senses low-light vision, mist sight; Perception +28 
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+30 natural, –2 size)
  hp 170 (20d8+80)
  Fort +17, Ref +6, Will +7
  Defensive Abilities fog dodge, rock catching
  Weaknesses light vulnerability
  OFFENSE
  Speed 50 ft.  
  Melee +21/+16/+11 mwk longspear (3d6+10/x3) or 2 slams +20 
  (1d8+7)
  Ranged rock +13 (2d6+7)
  Space 15 ft.; Reach 10 ft. (15 ft. with longspear) 
  Special Attacks alter fog, fear fog, fog form, mist breath, 
  rock throwing   
  STATISTICS
  Str 24, Dex 10, Con 16, Int 14, Wis 12, Cha 16
  Base Atk +15; CMB +24; CMD 34 
  Feats Alertness, Awesome Blow, Cleave, Great Cleave, Great 
  Fortitude, Improved Initiative, Improved Natural Armor, 
  Power Attack, Toughness, Weapon Focus (longspear)  
  Skills Intimidate +26, Perception +28, Profession Sailor +25, 
  Sense Motive +26
  Languages Common, Fog Giant, Giant 
  SQ hold breath
  ECOLOGY
  Environment any 
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Alter Fog (Sp): A fog giant has a special innate 
  magic which he can imbue into mists and fogs, enchanting 
  them to his needs. As a full-round action, a fog giant can 
  infuse up to a 30-foot-radius area of fog or mist, which must 
  be thick enough to obscure vision beyond five feet, such as 
  that created by an obscuring mist spell or by the fog giant’s 
  mist breath ability. The fog in the affected area is affected as 
  though by a solid fog, stinking cloud, or mind fog spell for 1 
  minute. The saving throw DCs for the effects of fog magically 
  altered in this way is 22, based on the fog giant’s innate power 
  and not on the spell it replicates. The saving throw DCs for 
  these effects are Intelligence-based.
   
  Fear Fog (Ex): A fog giant projects his presence 
  while in a fog bank to terrify his foes. All creatures who can 
  see a fog giant while he is within fog sufficient to obscure 
  vision, such as that created by the fog giant’s mist breath 
  ability, must succeed on a Will save (DC 22) or become 
  frightened for 1d4 rounds. A creature that succeeds on his 
  saving throw is shaken for 1d4 rounds, instead. This is a 
  mind-affecting fear effect which relies on visual components. 
   
  Fog Dodge (Ex): Because a fog giant has a deep 
  and potent connection to fog, he is able to easily use fog to 
  conceal himself from harm, making it even more difficult to 
  hit him in such conditions than other creatures. While in an 
  area of fog or mist which is sufficient to grant concealment, 
  the fog giant becomes more difficult to hit than other 
  creatures. Whenever he is attacked in such conditions, 
  creatures without the Blind Fight feat must roll their miss 
  chance twice and take the worse result.
   
  Fog Form (Su): A fog giant’s innate magic allows 
  him to transform his physical body into a cloud of cold 
  grey vapor. As a full-round action, the fog giant can assume 
  a fog form, which grants him a fly speed equal to his 
  land sped at the time of the transformation (with perfect 
  maneuverability), the ability to move through any space 
  which is not air tight, and DR 15/-. While in this form, the 
  fog giant cannot make physical attacks, or use his fog breath 
  ability. He may still use his alter fog ability and benefit from 
  his fog dodge ability. These effects last for 1 minute. A fog 
  giant can use this ability any number of times each day, but 
  must wait at least 10 minutes between uses.
   
  Hold Breath (Ex): A fog giant can hold his breath 
  longer than other creatures. A fog giant can hold his breath 
  for a number of minutes equal to his Constitution score. 
   
  Light Vulnerability (Ex): A fog giant’s power fails in 
  the face of bright light, making it hard to retain his physical 
  shape and making him vulnerable to mundane attacks. 
  Whenever a fog giant enters an area of bright light, he must 
  succeed on a Fortitude save (DC 25) or be unable to hold his 
  physical form, causing him to revert to fog. This has the effect 
  of causing him to enter his fog form, except that he does not 
  gain damage reduction while her remains within bright light.
   
  Mist Breath (Ex): A fog giant can channel his 
  inherent magic into a gust of magical breath which causes 
  the very air to transform into thick magical fog. As a standard 
  action, the fog giant can breathe a 60-foot cone of fog which 
  obscures vision beyond five feet in a fashion similar to fog 
  cloud. The fog created by this effect lasts for 1 minute or until 
  dispersed by wind. Unlike normal fog, this magic fog fails in 
  the face of fire and cannot exist in the same square as fire. 
  Additionally, any magical fire disperses the fog within the 
  area of the spell. 
  Ecology
   
  Fog giants, also referred to as mist giants, haze 
  giants, and a variety of other names which suggest a 
  connection to swirling vapors, are among the oldest and 
  most reclusive of giant races. Fog giants have pale grey or 
  sickly white skin, stringy brown or charcoal hair and blue 
  or grey eyes. Though tall, most fog giants are surprisingly 
  lean, with long, well-muscled limbs. Fog giants prefer well-
  tailored clothes with intricate and ornate buttons, which 
  they wear beneath long coats of seal skin or whale hide. Men 
  favor short-brimmed hats, while it is considered fashionable 
  
  3
  for women to wear fanciful combs of silver or gold in their 
  hair. Fog giants carry gigantic, needle-thin pikes which they 
  use for both fishing and defense. Being great mariners, fog 
  giants are rarely found far from their gigantic wooden sailing 
  ships, and many carry other useful devices for sailing, such 
  as astrolabes and spyglasses, within the pockets of their great 
  coats. Fog giants are an ancient people and have retained 
  their own language through long eons, which they use among 
  themselves and never utter in front of other peoples, though 
  fog giants have been known to speak an ancient dialect of 
  more common Giant in their dealings with the outside world.
   
  Fog giants are partially made from flesh and partially 
  from the roiling sea mists which come ashore in the night 
  and prevail until midday. Like the mists from which they are 
  comprised, fog giants can’t abide the sun and their physical 
  bodies fail in the height of the sun’s glory, transforming them 
  into harmless mist. Their peculiar natures and secretive 
  attitudes have caused the fog giants as a people to spurn 
  civilized contact, instead making their abodes on secret isles 
  far from any civilized shore. Their homes are sheltered from 
  the sun’s terror wrapped perpetually in magical mists which 
  keep them safe from bright lights. As a sea-dwelling people, 
  fog giants subsist mainly on marine life, particularly large 
  fish, whales, and coastal mammals such as seals and walruses. 
  As fishermen, fog giants spurn nets and lines, instead using 
  their massive spears to pluck their prey out of the water 
  directly. Though not aquatic, fog giants can hold their breath 
  for great periods of time, allowing them to dive undersea, 
  tethered to their great wooden ships, to hunt f0r whales, 
  sharks, kraken and other deep sea prey. 
   
  Fog giants have no traditional concept of government 
  or family, instead ordering their society into crews, with all 
  fog giants being assigned from birth to one of their 33 great 
  wooden ships, each of which is over 2,000 feet long and 
  over 500 feet wide and is home to hundreds of the giants 
  at a time. The remainder of their population remains on 
  their islands. Fog giants live and work aboard one of their 
  great ships for varying periods of time, according to the fog 
  giant’s desire and the needs of the crew. Once their term of 
  service has ended, the giant returns to the foggy shores of 
  home, while another member of the ship’s crew replaces him 
  for the next term. In this way, all fog giants rotate between 
  their boat and the shores of their home.  At home or aboard 
  great ships, fog giants share equally in all duties with no 
  member of a crew above any other and roles of toil and 
  leadership rotating every few days. Most often, a fog giant’s 
  activities are limited to hunting and trading, but occasionally 
  desperation or miscommunication leads to conflict between 
  a fog giant and the outside world. Such conflicts are usually 
  short and violent, with disputes being resolved between only 
  such members of the crew as were involved in the incident, 
  without the support of their fellows. 
  Garden Giant
   
  Towering above you is the jovial broad face of this 
  massive olive skinned humanoid. His curly hair is a deep 
  verdant green and his eyes are deep black like rich soil. In one 
  hand he casually holds a large gnarled club while in the other 
  he proffers forth a gigantic sunflower as a gift.
  GARDEN GIANT 
   
   
   
           CR 10
  XP 9,600
  NG Huge humanoid (giant)
  Init +7; Senses low-light vision; Perception +25
  DEFENSE
  AC 24, touch 8, flat-footed 24 (+26 natural, –2 size)
  hp 133 (14d8+70)
  Fort +13, Ref +4, Will +8  
  Defensive Abilities rock catching
  OFFENSE
  Speed 50 ft.  
  Melee great club +17/+13 (3d6+12)  
  Ranged rock +8 (2d6+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks animate plants, dire sprouting, hedge 
  throwing, rock throwing 
  STATISTICS
  Str 26, Dex 10, Con 18, Int 10, Wis 18, Cha 12
  Base Atk +10; CMB +20; CMD 30 
  Feats Alertness, Cleave, Great Fortitude, Improved Natural 
  Armor, Power Attack, Toughness, Weapon Focus (great club)
  Skills Intimidate +18, Perception +25
  Languages Common, Giant 
  SQ green thumb 
  ECOLOGY
  Environment any 
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Animate Plants: A garden giant can cause its 
  garden plants to spring to life and threaten his foes. Once 
  per day, as a full-round action, a garden giant can cause any 
  plant of up to Large size to temporarily morph into living 
  and thorny vines which fall under his command. Regardless 
  of the amount of plants animated, this ability produces 
  1d4 advanced assassin vines which serve the garden giant 
  as though summoned by summon nature’s ally I. The vines 
  persist for 1 minute, after which time they instantly revert 
  back to their earlier position and become the plants they 
  were before they were animated. Similarly, if the assassin 
  vines are slain, they merely revert to their previous forms and 
  locations.
   
  Dire Sprouting: A garden giant carries special seeds 
  which he can throw down and imbue with his inherent magic 
  in order to cause their sudden and dramatic sprouting and 
  rapidly accelerated growth. This requires a full-round action 
  and the giant must succeed on a ranged attack against the 
  square he wishes to hit with his seeds. The seeds have a range 
  increment of 10 feet for this purpose. Once thrown, the seeds 
  rapidly grow into a single massive tree in the square in which 
  they land. Any creature in that area must succeed on a Reflex 
  save or suffer 3d6 points of piercing damage and be knocked 
  
  4
  prone in a square adjacent to the massive tree. A creature 
  that succeeds on his Reflex save may choose either to move 
  to an adjacent square or to be at the top of the massive tree. 
  Massive trees created by this effect are 50 feet tall. These trees 
  go through their life cycle very quickly: after 1d4 minutes, 
  the tree produces a single magical acorn, then withers and 
  dies before vanishing forever from the world. A garden giant 
  typically carries 1d4 of these magical acorns at any given time.
   
  Hedge Throwing (Ex): A garden giant is able to 
  uproot and throw hedges, bushes, and other plants of up to 
  Large size, using them to crush his foes. Further, as a free 
  action made as part of an attack, he can bestow a semblance 
  of his magic into the thrown hedge, which causes it to 
  animate and entangle those nearby. If it hits, the hedge 
  deals 1d8 + the garden giant’s Strength modifier points of 
  damage to the target, and also causes the target and all 
  adjacent creatures to become entangled until they cut off the 
  writhing hedge or succeed on a DC 20 Strength check to free 
  themselves. Cutting free of the writhing vines requires that 
  a creature deal at least 10 points of damage to them with a 
  slashing weapon.
   
  Green Thumb (Ex): By tending to living plants, the 
  garden giant can greatly increase their potential. Whenever a 
  garden giant spends at least 1 hour per day tending to crops, 
  those crops yield twice as much as normal when harvested. 
  The garden giant can tend to an Additionally, the garden 
  giant can whisper to any fruit-bearing plant for 1 full hour 
  in order to enchant its fruit. For the next week, any fruit 
  borne by a plant the garden giant has whispered to restores 
  1d8 hit points when eaten and allows the consumer to make 
  a new saving throw against any curse, disease, or poison he 
  is suffering from with a +4 bonus. If the new saving throw 
  is successful, the affliction is immediately ended. Certain 
  potent curses and very hardy poisons and diseases are 
  resistant to this effect, and curses which cannot be ended by 
  a break enchantment spell are unaffected by this ability, while 
  advanced diseases and poisons are merely reduced to the next 
  lowest stage; if the advanced disease or poison was already at 
  the lowest stage, it is cured, instead. 
  Ecology
   
  As their name suggests, garden giants are master 
  gardeners and lovers of all things which grow. A young 
  garden giant has bright green skin, which darkens to an 
  olive color as he ages. All garden giants have curly green hair 
  from youth until old age and prefer to wear their hair short, 
  though the female garden giants are known to adorn their 
  hair with crowns wrought from fragrant, multihued flowers 
  of impressive size. 
   
  Most garden giants clothe themselves in durable 
  robes of brown or green, which keep most of the common 
  hurts one might encounter while gardening from marring 
  their tough hides. However, leaders among the garden giants 
  carry golden rods capped with rubies in the image of a rose 
  in full bloom for a mark of office, and wear suits of ironwood 
  armor painted violet and crimson. For weapons, most garden 
  giants use massive gnarled clubs which are wrought from 
  the branches of elder trees in their care. These they keep 
  at hand at all times to preserve their crops from any danger 
  that should befall them, whether from giant vermin or more 
  cunning poachers.
   
  Garden giants shun the company of other races, 
  believing them all to be violent and greedy with no thought 
  for things which grow, though they have found occasion to 
  find alliance with certain fey and plant creatures. Even these 
  alliances are short-lived, however, as garden giants favor the 
  careful guidance and cultivation of plants to the untamed 
  wilds favored by their would-be allies. 
   
  Their xenophobia has led garden giants to make their 
  homes far from the rest of the world, dwelling in hidden vales 
  and empty lands far from the concerns of other creatures. 
  In these secret places, garden giants live together in simple 
  homes made from dried earthen bricks surrounding their 
  great communal gardens. Within these vast plantations, 
  all manner of plants can be found in great abundance, and 
  though great space is given to the growing of food crops 
  such as beans, which the garden giant favors above all other 
  vegetables, vast stretches of land are set aside for orchards 
  of fruit-bearing trees, and between these great vegetable 
  patches and orchards are broad avenues filled with all kinds 
  of carefully grown plants, which have little purpose but to 
  be pleasant to the eye. All the plants of the garden giant are 
  massive variations of the varieties well known to smaller 
  creatures, with small flowers having stems of up to 6 feet in 
  length, while trees reach hundreds of feet into the sky. Amid 
  this plenty, garden giants can be seen to walk and speak with 
  plants and use their massive clubs to drive away such men 
  and beasts as dwell unwelcome in their garden.
   
  While garden giants are generally kindhearted 
  and well spoken individuals, slow to anger and quick to 
  make jokes, they are not particularly welcoming of visitors, 
  and though they resort to violence only as a last measure, 
  once their temper has been aroused, they are a fierce and 
  determined folk. Angering a garden giant under most 
  circumstances is difficult, as they tend to view insults with a 
  light heart and are more likely to remunerate such attempts 
  to get a rise out of them in kind, rather than with force of 
  arms. One would be well cautioned in dealings with them, 
  though, to avoid harming plants in their viewing, especially 
  within their gardens, or in taking food from their hidden 
  homes unbidden, which they view as poaching and thievery, 
  both crimes to be answered with extreme prejudice. Though 
  unfriendly, it is also wise to note that the garden giant can be 
  an unlooked for and stalwart ally to good individuals placed 
  in undue danger, or to those who have proven themselves to 
  be a friend to things that grow.  
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
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  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
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  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
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  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Regents of the Road: Gnome Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Fog and Garden Giants Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  These Giants Aren’t Jolly
   
  These days, it seems that there is a giant for every type 
  of terrain. Hills, deserts, forests, oceans, taigas, hot places, 
  cold places: the list goes on and on. Despite this great 
  variety of giants, their abilities and stat blocks tend to be 
  variety of giants, their abilities and stat blocks tend to be 
  quite similar, leaving one to wonder what the point of so 
  many similar giants is, and why it is that giants seem to 
  be so closely linked to the terrain in which they are found, 
  unlike so many other creatures.
   
  This book presents two new giants, whose identities are tied 
  less to climate, and whose abilities make them stand out and 
  differentiate themselves not only from each other, but also from other 
  giants. The first is the fog giant (CR 13), are secretive, reclusive 
  giants that hide in mists and haze, using it to instill fear in their 
  foes, to protect them in battle, and even taking its form when it 
  suits them. The second is the garden giant (CR 10), a peaceful, if 
  xenophobic, race of green-skinned, nature-loving giants who place 
  xenophobic, race of green-skinned, nature-loving giants who place 
  the safety of their carefully-cultivated plants above the lives of those 
  who might trespass in their domain. Not only can they animate 
  plants and greatly increase the yield of crops, but they can cause 
  massive trees to spring into existence at a whim, and can throw 
  entangling hedges in lieu of boulders.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Fog and Garden Giants.pdf