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GigantuarA huge cactuar with a dignified mustache that would probably look great in a top hat and monocle.

Gigantuar (CR 9)

XP 6,400
N Huge Plant (Humanoid)
Init +10; Senses Low-light vision; Perception +13


AC 24, touch 19, flat-footed 13 (+10 dex, +5 natural, +1 dodge, -2 size)
HP 109 (12d8+60)
Fort +13, Reflex +18, Will +5
Immune plant traits


Speed 40 ft.
Melee 2 Slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ten Thousand Needles


Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 34
Feats Dodge, Juke, Mobility, Sidestep, Wind Stance, Weapon Finesse
Skills Escape Artist + 22, Perception +13, Stealth +22, Survival +13
Languages Cactuar
SQ Evasion, Improved Evasion, Thorns


Improved Evasion (Ex)

This works like evasion, except that while the gigantuar still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless gigantuar does not gain the benefit of improved evasion.

Ten Thousand Needles (Su)

3/day, a gigantuar conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A successful Reflex (DC 16) save halves the damage and negates the bleeding effect. Blue mages may learn this ability as a 5th level spell (DC 25).

Thorns (Ex)

A giantuar’s body is covered with sharp wooden thorns. Any creature attacking a giantuar with a non-reach melee weapon or with natural attacks takes 2d6+9 points of piercing damage from the giantuar’s sharp thorns. A creature that grapples with a giantuar takes this same damage each round.