Raam (CR 17)
Alignment: Neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +33, and Spot +19
AC: 35 (-2 size, +2 Dex, +25 natural), touch 10, flat-footed 33
Hit Dice: 25d8 (162 hp); DR: 10/-
Fort +10, Ref +10, Will +19
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +36
Attack: 2 slams +22 melee or rock +13 ranged
Damage: Slam 2d6+21/19-20 plus 1d4 Strength damage, Rock 2d8+16
Special Attacks/Actions: Trample 1d6+24 (DC 38), +5 point Power Attack
Abilities: Str 43, Dex 15, Con 10, Int 8, Wis 20, Cha 16
Special Qualities: fear aura (30 ft. radius; DC 25), Immune cold, electricity; undead traits, rock catching
Feats: Awesome Blow; Cleave; Combat Reflexes; Great Fortitude; Improved Bull Rush; Improved Critical (slam); Improved Initiative; Power Attack; Weapon Focus (slam)
Skills: Climb +30, Disguise +3 (+11 when disguised as statue), Hide -6 (+2 in rocky terrain), Knowledge (history) +13, Listen +33, Perform (song) +17, and Spot +19
Advancement: By character class
Climate/Terrain: Any underground
Organization: Solitary, pair, band (3-7) or tribe (8-24)
Raams typically rely on blows from their massive fists, trampling smaller opponents in combat. Though they are as proficient in rock throwing as the other giant races, they seldom have the room in their subterranean chambers to fully utilize this ability. They excel at hiding in rocky surroundings or standing still to appear as an inanimate statue before attacking intruders with surprise.
Fear Aura (Su): A raam exudes an aura of necromantic menace when it attacks. Any creature within a 30-foot radius of a raam when it attacks must succeed on a DC 25 Will save or become panicked for 2d4 rounds. A creature that successfully saves cannot be affected by that particular raam's aura for 24 hours. The save DC is Charisma-based.
Rock Throwing (Ex): Raam are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. The range increment is 180 feet for a raam's thrown rocks. It can hurl rocks of 80 pounds (Medium objects) up to five range increments. It uses both hands when throwing a rock.
Rock Catching (Ex): A raam can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a raam that would normally be hit by a rock can make a Reflex save as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) A raam gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. The raam must be ready for and aware of the attack in order to make a rock catching attempt.
Strength Damage (Su): The touch of a raam deals 1d6 points of Strength damage to a living foe, or 2d6 points of Strength damage on a critical hit. The raam heals 5 points of damage whenever it drains Strength. A creature reduced to Strength by a raam dies. This is a negative energy effect.
Trample (Ex): Reflex half DC 38. The save DC is Strength-based.
Skills: A raam gains a +8 racial bonus on Hide checks in rocky terrain. It gains a +8 racial bonus on Disguise checks when attempting to appear as an inanimate statue.