Femir by IvartheBarbarian
Large Giant
Hit Dice: 6d8 +18 (45 hp)
Initiative: +1 (+1 Dex)
Speed: 30ft.
AC: 13 ( -1 size , +1 Dex , +3 natural )
Attacks: 2 greataxes +4 melee, claw +4 melee, tail +4 melee
Damage: greataxe 1d12+5,1d12+2,claw 1d6+2,tail 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 21, Dex 12, Con 16, Int 12, Wis 10, Chr 8
Skills: Intimidate + 3,Jump + 7,Listen + 1,Wilderness Lore + 4
Feats: Ambidexterity,Two-Weapon Fighting, Martial Weapons, Light Armor, Medium Armor

Environment: Any land
Organization: Solitary,Pair,Gang (2-5)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)


Big bully realtives to the orcs!

Femir are large bipedal humanoid giants that resemble large orcs. They stand 8 feet tall and have a prehensile tail that ends in a large ball. Femir have sloped faces and have two large black eyes. In combat Femir often enter wildly flailing and attack with both greataxes and their tail. However, they are intelligent combatants and will retreat if outmatched. They usually work as mercenaries or bully lesser humanoids.

Combat
In combat Femir often enter wildly flailing and attack with both greataxes and their tail. However, they are intelligent combatants and will retreat if outmatched. They usually work as mercenaries or bully lesser humanoids.

Giants have darkvision with a range of 60 feet. Giants are proficient with all simple weapons. Femirs favored class is fighter. Femirs may attack with both greataxes and tail attack.

Society

This creature has been play tested.
This is not a kender type creature.

 



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