Feral Gargun

( Races of Stone, p. 90)


Size: Medium
Base speed: Land 30
Strength: +4
Intelligence: −2
Dexterity: +2
Wisdom: +0
Constitution: +4
Charisma: −2
Level adjustment: +2
Space: 5 feet
Reach: 5 feet
Natural armor: +2
Racial Hit Dice: 2d8 (Monstrous humanoid)
Racial Base Attack: +2
Racial Base Saves: Fort +0, Reflex +3, Will +3


A typical feral gargun is as big as a goliath and larger than the largest half-orc. Most stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. As with their goliath kindred, there is no appreciable difference in height or weight between male and female feral garguns. Feral garguns are covered in smooth, thick fur. This fur ranges in color from white to light gray to dark brown. Although their bodies are humanoid in shape, the faces of feral garguns are similar to those of bears, and they have longer, narrower faces than other humanoids.


Racial Traits

  • Darkvision: Feral garguns can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and feral garguns can function just fine with no light at all.
  • Powerful Build: The physical stature of a feral gargun lets him function in many ways as if he were one size category larger. Whenever a feral gargun is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the feral gargun is treated as one size larger if doing so is advantageous to him. A feral gargun is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A feral gargun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Mountain Movement: Because feral gargun practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Feral gargun can make standing long jumps and high jumps as if they were running long jumps and high jumps. A feral gargun can engage in accelerated climbing (climbing half his speed as a move action) without taking the —5 penalty on the Climb check.
  • Acclimated: Feral gargun are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, feral gargun don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
  • Racial Hit Dice: A feral gargun begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A feral gargun's monstrous humanoid levels give him skill points equal to 5 × (2 + Int modifier). A feral gargun's class skills are Climb, Hide, Jump, Listen, Search, Spot, and Survival.
  • Racial Feats: A feral gargun's monstrous humanoid levels give him one feat.
  • Resistance to Cold 5 (Ex): Feral garguns have adapted to the harsh conditions of their homelands, growing a tough hide and thick fur to protect them from low temperatures. They can ignore the fi rst 5 points of cold damage dealt by any attack, whether mundane or magical.
  • Natural Armor: A feral gargun's tough hide and thick fur protect him from harm, giving him a +2 natural armor bonus to AC.
  • Weapon and Armor Proficiency: As a monstrous humanoid, a feral gargun is proficient with all simple weapons but has no proficiency with any armor or shield.
  • Natural Attack: A feral gargun has two claw attacks, each dealing 1d6 points of damage. A feral gargun armed with a weapon sometimes uses the weapon as its primary attack and a claw as a natural secondary attack (provided it has a claw free to make the secondary attack).
  • Goliath Blood: For all effects related to race, a feral gargun is considered a goliath. Feral garguns, for example, are just as vulnerable to special effects that affect goliaths as their goliath ancestors are, and they can use magic items that are only usable by goliaths.
  • Favored Class: Barbarian . A multiclass feral gargun's barbarian class does not count when determining whether he takes an experience point penalty. The rough life of the feral garguns in the wild produces many barbarians.
  • Level adjustment +2.

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