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PFS StandardCloud Giant

The graceful and regal cloud giants have skin of milky white to powdery blue. Unlike most giants, cloud giants are quite morally diverse. A handful are neutral, but of the others, roughly half are good, while the other half are evil. Good cloud giants are often civic-minded builders of roads and settlements, and are interested in trading goods as well as cultural innovations. It’s not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Conversely, evil cloud giants are often isolationist and xenophobic. Preferring hidden mountain valleys and settlements in the caves and among the crags of lonely peaks, they raid for what they want and treat other creatures like inconsequential insects. These opposing philosophies can generate a great deal of strife among neighboring cloud giant communities, and the raiders often threaten the trade deals of their peaceful cousins.

Legends persist of floating cities ruled by magically gifted cloud giant queens and kings. While most cloud giants plainly state that such claims are pure fantasy, others are mysteriously tight-lipped or evasive about the matter.

Recall Knowledge - Humanoid (Society): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Cloud GiantCreature 11

N Huge Air Giant Humanoid 
Source Bestiary pg. 173
Perception +22; low-light vision, scent (imprecise) 30 feet
Languages Common, Jotun
Skills Athletics +26, Crafting +21, Diplomacy +24, Intimidation +26, Performance +21
Str +7, Dex +0, Con +5, Int +1, Wis +3, Cha +1
Items +1 striking ranseur, sack with 5 rocks
AC 30; Fort +25, Ref +18, Will +21
HP 220
Attack of Opportunity [reaction] Catch Rock [reaction]
Speed 30 feet
Melee [one-action] ranseur +25 [+20/+15] (disarm, magical, reach 20 feet), Damage 2d10+13 piercingMelee [one-action] fist +24 [+20/+16] (agile, reach 15 feet), Damage 2d8+13 bludgeoningRanged [one-action] rock +24 [+19/+14] (brutal, range increment 120 feet), Damage 2d10+13 bludgeoningPrimal Innate Spells DC 30; 4th solid fog; 3rd levitate (at will); 2nd obscuring mist (at will)
Throw Rock [one-action] Wind Strike [two-actions] (air, evocation, primal) The cloud giant Strikes a creature with its ranseur, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a DC 30 Fortitude saving throw.
Critical Success The creature is unaffected.
Success The creature takes 2d8 sonic damage.
Failure The creature takes 4d8 sonic damage and is deafened until the end of its next turn.
Critical Failure As failure, but double damage and also knocked prone.

All Monsters in "Giant"

Cave Giant6
Cloud Giant11
Desert Giant9
Fire Giant10
Frost Giant9
Hill Giant7
Marsh Giant8
Plague Giant14
Rune Giant16
Shadow Giant13
Giant, Smog7
Stone Giant8
Storm Giant13
Taiga Giant12
Tomb Giant12
Wood Giant6


Source Bestiary pg. 170
Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.

Sidebar - Treasure and Rewards Giant Bags

Giants often keep an eclectic collection of treasures in their knapsacks or bags. Among these can be found a staggeringly wide range of unexpected and odd treasures and valuables.

Sidebar - Locations Giant Locations

As oversized as they are, giants tend to dwell in remote regions of the world, where they have the luxury of claiming larger territories of their own.

Sidebar - Related Creatures Giant Pets

As with many people, giants enjoy keeping pets. Yet for giants, what constitutes a pet is often categorized as beast to others. Large animals like bears and lions, and megafauna like woolly mammoths and dinosaurs are popular, as are more magical creatures like hell hounds, manticores, griffons, and the like.

Sidebar - Related Creatures Other Giants

Beyond the giants detailed here, many others dwell in remote regions of the world. Marsh giants are cultists who worship strange sea deities, shadow giants have ties to the Shadow Plane, and mountain giants are horrific butchers even other giants fear.

Sidebar - Advice and Rules Oversized Themes

Giants are larger-than-life foes. While many giants have themes that tie them to elemental or magical forces, the primary theme giants share is that they embody a classic cultural trope as their basis. Fire giants, for example, can be seen as oversized smiths, while hill giants should evoke the flavor of an oversized bully.