Size:
Huge
Type:
Giant
Form:
biped
Temper:
aloof
# App:
Lair:
Diet:
omnivore
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Falchion
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.
Action
Multiattack
The giant makes two falchion attacks.
Action
Rock
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Special
Sand Camouflage
The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.
Special
Wasteland Stride
The giant ignores difficult terrain caused by sand, gravel, or rocks.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
mwk scimitars
16/+16/+11/+11 (1d8+8/15-20) or 2 slams +16 (1d8+8)
Special (Ex)
Sandwalking
Special (Ex)
Scimitar Training

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Rock Catching|Rock Throwing|Sandwalking
You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Breath save to catch it as a free action. You must be aware of the attack in order to make a rock catching attempt.
Special
|Rock Catching|Rock Throwing|Sandwalking
You are an accomplished rock thrower and have a +4 bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size.
Special
|Rock Catching|Rock Throwing|Sandwalking
A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage.
Special
|Rock Catching|Rock Throwing|Sandwalking
A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Catch Rock [Reaction]
Ability
Sand Spin
Circumstance: The desert giant is standing in sandy terrain;
The desert giant spins around and stirs up loose sand in a 10-foot emanation. Until the beginning of the giant's next turn, creatures in the area are concealed, and other creatures are concealed to them.
Ability
Sandwalking
Desert giants have adapted to the loose sands of the desert and can move across them with ease. Desert giants ignore non-magical difficult terrain and uneven ground caused by sand.
Ability
Scimitar Blitz
The desert giant Strides up to their Speed, Striking once with each of their scimitars at any point during the movement.
Ability
Throw Rock
Offense
Melee
Circumstance: combat round (melee)
scimitar +21 [+16/+11] (forceful, magical, reach 10 feet, sweep), Damage 2d6+12 slashing
Offense
Ranged
Circumstance: combat round (ranged)
rock +19 [+14/+9] (brutal, range increment 120 feet), Damage 2d8+12 bludgeoning
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+1 striking scimitar
doubling rings
leather armor
sack with 5 rocks
scimitar
Language
Common
Jotun
The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown.
Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is rough-textured, and they dress in light robes matching the color of the sand, accented (when they aren't trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see.
Wandering Legacy. Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. They can survive the blazing heat of the high summer, because desert giants know secret ways with relatively plentiful water and the location of cool, shaded caverns. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot; should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul.
Keepers of the Past. Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe's collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased's skin among other tribe members. In the cases of desert giant elders, this hidden writing may be equivalent to spell scrolls.
5e SRD