Large Giant
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural) touch 13, flat-footed 10
Base Attack/Grapple: +6 melee +4 ranged
Attack: 2 claws +7 melee (2d6+3)
Full Attack: +7/+7/+1 (2 claws, 2d6+3; horn, 1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful Charge (Ex), Battle Frenzy (Ex)
Special Qualities: Camouflage (Ex), Damage Reduction (Su): 3/-, Scent (Ex), Low-light Vision (Ex), Pass Without Trace (Ex), Cold Resistance (Ex): 10, Speak with Animals (Su)
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 17, Dex 13, Con 15, Int 9, Wis 10, Cha 11
Skills: Hide +5, Intimidate +1, Jump +7, Listen +2, Move Silently +7, Spot +2, Survival +2
Feats: Dodge, Endurance, Mobility, Simple Weapon Proficiency, Snatch, Spring Attack, Track, Weapon Focus: Claw
Environment: Any Forest
Organization: Solitary, hunting pack (2-5), or Tribe (10-50)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By Character Class

Alaghi, distant relations to yeti, are forest-dwelling humanoids. They have barrel chests, short necks, and wide, flat heads. Their short legs are thick, their hands and feet are large, and their hair is thick: white, reddish brown, or charcoal gray. They stand over 6 feet tall and weigh over 300 pounds.  Alaghi are superstitious and fear things when seem to them as unnatural, including wizard spells, undead creatures, and metal arms and armors.

Most alaghi live as semi-nomadic hunter-gatherers. Sedentary alaghi set up communities of crude huts or large cave complexes. Alaghi communities are generally mistrusted, though some neighbors will trade manufactured goods for pelts, game, and ore. The rarest alaghi are philosophical hermits that are neutral good and have druidic abilities. The primitive alaghi fashion crude stone knives, hand axes, and tools, as well as simple wooden javelins. A favorite tactic employed by the alaghi is to hurl missile weapons from hiding, ambushing their opponents.

Camouflage (Ex): Since an alaghi blends into the forest so well when not moving, it takes a DC 20 Spot check to notice it before it attacks.

Cold Resistance (Ex): Due to their thick fur, alaghi can ignore the first 10 points of cold damage a round.

Pass Without Trace (Ex): An alaghi leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Scent (Ex): Alaghi can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

Speak with Animals (Su): This ability works like speak with animals (caster level 6th) but is a free action and does not require sound.


Alaghi are proficient with all simple weapons, preferring those that can be thrown and relying on their vicious claws for melee combat.. Many Alaghi who take up the ranger or druid class also gain proficiency with the spear or trident. They enjoy attacking from concealment and setting ambushes, preferring to weaken their opponents before closing into melee range.

Battle Frenzy (Ex): Twice per day, an alaghi can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 5 rounds, and the alaghi suffers no ill effects afterward.

Powerful Charge (Ex): An Alaghi deals 4d6+7 points of damage when it makes a charge attack.


Alaghi are proficient with all simple weapons regardless of class. 

Alaghi possess the following racial traits.