Sangor (3.5e Monster)

= Sangor =

''This enormous, greyskinned giant looks like it goes hunched under years of physical strain or abuse, its knobbly head and its skin full of stray patches of fur and irregular bumps that mar its form. Large, four-fingered hands are curled into fists or around clubs, either of which they swing at the smaller folk with a mingle of dislike and distrust.''

A sangor is a ferocious type of giant bearing resemblance to certain forms of primates, being about 16 to 20 feet from head to toe. They however usually go around hunched, and weigh about 5,000 pounds. Despite their bare skin, their demeanor is mildly akin to that of primates.

Combat
Sangor use their power in battle when they are cornered, pummeling those who threaten them indiscriminately.

 Acclimatized (Ex):  A sangor gains a +4 bonus to Fortitude saves made to resist diseases and poisons from creatures with which it shares its territory.

 Crush (Ex):  When jumping down from the giant trees in which they tend to make their habitat or from any elevated ledge or spot, a sangor can attempt to crush creatures of size Large or smaller under its feet, dealing 4d6+13 damage. A creature is entitled to a DC 23 Reflex save to avoid the crush and if it fails, it may make a DC 23 Fortitude save to attempt and halve damage. The save DCs are Strength based.

 Kick (Ex) : A sangor can use its lower legs for slam attacks as well, meaning that it can attack even when swinging and climbing with both arms. A sangor's legs and feet have the same damage potential as its arms. When suspended from both arms, a sangor may choose to apply a single double kick for double damage, but cannot attack again that round if he does.

 Pummel (Ex) : A sangor can choose to zero in on a single target, pummeling him with a mad succession of blows. It may make one extra attack at its full attack bonus against the creature he is attacking, but takes a -2 to Armor Class for the duration of the round.

Skills: Sangor get a +8 racial bonus to Climb checks, as well as a +2 racial bonus to Listen and Spot checks.