Red Man



Gargantuan Fey
Hit Dice: 21d6+84 (157 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 21 (+2 dex, +13 natural, -4 size), touch 8, flat-footed 19
Base Attack/Grapple: +10/+34
Attack: Slam +18 melee (6d6+12)
Full attack: 2 slams +18 melee (6d6+12)
Space/Reach: 20 ft./30 ft.
Special Attacks: Humbled spirit, mighty friends, swinging fury
Special Qualities: Behind the giants, damage reduction 15/cold iron, low-light vision
Saves: Fort +13, Ref +14, Will +16
Abilities: Str 35, Dex 14, Con 19, Int 10, Wis 18, Cha 12
Skills: Climb +24, Hide +24, Intimidate +25, Listen +28, Move Silently +26, Spot +28, Survival +17
Feats: Ability Focus (humbled spirit), Awesome Blow, Diehard, Great Fortitude, Improved Bull Rush, Power Attack, Stunning Fist, Track
Environment: Any forest
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 22-39 HD (Gargantuan)
Level Adjustment: -

The Red Man, despite his great stature, is all but a myth. Though uncommon, the rare sightings are caused from their prefered locale, the forest primeval. Flora untouched and unspoiled, left alone to attain their full growth and strength. There is found the Red Man, protector of the mighty. His favorite haunts are forests of redwoods and sequoias, the only locale in which they truley feel at home. They are generally peaceful fey, content to walk within the continual twilight beneath the boughs of their home, patrolling constantly but contentedly.

A Red Man respects size and age above all things, and the oldest, and therefore hugest, red men are treated with great deference, as are any other gigantic creature. Most mortals and other creatures however are looked down upon if the fey even chooses to recognize their presence.

A Red Man appears as a truley enormous giant, though with overly large eyes and pointed ears that no giant would possess. His arms are long, and his legs comparatively short, with prehensile toes, and indeed his gate is alike to a massive gorilla. His overmuscled body is hairless and the shade changes subtely with the available light level, though always of a reddish hue. Moss and fern grows upon his body in fantastic, decorative designs that hint at intentional plantings. Shadows from light through branch and needle seem to continually play over the body, even in brighter light levels or absence of such branches, making it difficult to gauge his exact dimensions, adding even more to its allusion of massiveness. In fact, those who don't notice its presence or look closely as they pass often mistake the Red Man's stout legs for individual trees.

Red Men stand around 25 to 30 feet tall and weigh over 10,000 lbs. They speak fey, and a rare few individuals learn druidic.

Combat:
A Red Man whoes wrath has been awakened, usually by the harming of his trees or the slaughter of a beast of great size and age, does not rage, but instead steps before his opponents and hulks, intimidating them with its sheer size and filling them with feelings of inferiority. If this is not enough to scare them it retreats, drawing them close to a giant trunk, and swings about it, sending them flying. If met with particularly strong opposition he summons a mighty forest lord, a beastly great grandfather, to aid him.

Behind the Giants (Ex):
A Red Man knows better than almost any other how to use the great trunks of his mighty forest for protection. While within his forest he is granted partial concealment (20% miss-chance), and gains a +10 circumstance bonus on hide checks which is already included in the statistics above.

Humbled Spirit (Su):
At will a red man in his forest home can cause any creature of Huge or smaller size within 60 feet who can see him to experience a sobering sensation of insignificance. They begin to feel they are but tiny insects compared with the towering majesty surrounding them. Each affected creature takes a 2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls unless they succeed on a successful DC 23 Will save. This penalty remains as long as they are within range of the Redman. Those who make the save are immune to this feeling of insignificance for 1d6 minutes. This is a mind-affecting effect. The save DC is Charisma based.

Mighty Friends (Sp):
Once per day a Red Man may summon a Legendary Bear, Gargantuan Monsterous Spider, or Roc as a Summon Nature's Ally spell cast by a druid of the level as the Red Man's HD. The summoned creature appears with the benefits of the Animal Growth spell.

Swinging Fury (Ex):
A Red Man has a unique way of battle. As a full-round action he may run at a tree, and reaching out with his hand, whip completely around the growth, ending back in the space with which he started. The Red Man deals 6d6+18 damage to any creature within his reach about the cicumference of his chosen tree as if he had made a charge attack against them. A Red Man may use an Awesome Blow to each of his opponents with his swinging fury.