Bargha:
Statistics: Large goblinoid
Hit Dice: 15d8 + 75 (150)
Speed: 40ft.
AC: 27(-1 size, +3 dex, +10 natural, +5 Breastplate)
Attacks: Huge Greatsword +22/+17/+12 melee; or javelin +14/+9/+4.
Damage: 2d8+18 or javelin 2d6 +12
Face/reach: 5ft. by 5ft./10ft.
Special Attacks: Rock Throwing/javelin throwing
Special qualities: Rock catching (as standard giant ability) , Scent, Darkvision 120ft.
Saves: Fort +16, Ref+6, Will+6
Abilities: Str 35, Dex 16, Con 21, Int 12, Wis 12, Cha 14
Skills: Climb +16, Jump +16, Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, Power Attack, Sunder.
Challenge Rating: 11 (Frost Giant equiv.)
Alignment: Often Lawful Neutral
Advancement: By character class
Organization: Solitary, gang (2-5), War band (7-12), or clan.
Climate/Terrain: Any land
Treasure: Standard
Description: Largest of the goblinoid race, and the rarest, they have large and very powerfully built bodies. Their tall, strong frame is just over 14 feet tall and weighing on average 4,000 or more. Their hairy bodies are covered in a dark gray and the skin is deep blue black in color. Unlike most of their lesser kin, Bargha are very clean and well kept with handsome, if feral, faces. Their ice white eyes can see in total darkness as well as sunlight with equal ease.
These giant beings live well into their second century and usually don’t show the signs of aging until the last few years of life. Many tribes will have long braids that signify a decade of life and will adorn these braids with rings or beads.
They favor medium style armors ( breastplate, hide, etc.) of fine quality usually painted dark colors with bright accents. Each Bargha clen tends toward similar color patterns and styles. Their favorite weapons are large two handed types but unlike giants and other large size creature they prefer not to use rocks as ranged weapons. Each warrior will have with him 1d6 giant sized javelins with a range increment of 120. They can still use throwing stones with the same range increment but will use spears or the like first.
Combat: A hunting party or war band will open the fight with a surprise attack from many angles with their javelins. They stop short to through the last one in a straight line hoping to spear as many at once as possible. After the javelins are all gone they wade in from all sides using their deadly two handed weapons to devastating effect. If the war band has lesser goblinoids or orcs with them they will them in at the start of the fight and unleash all their javelins and rocks before closing in to finish the attack.
Bargha society: Very militaristic and ordered the Bargha make their lairs in tactical and heavily fortified mountain or hill sides. As they are equally comfortable in warm or cold climes however they have no trouble spreading out to new lands and have been known to build mighty and dominating fortresses from the ground up. The leader of each clan, numbering from 20 to 30, or network of clans is called a Grunda, or King. A typical clan will have a small standing army of lesser goblinoids, with several slaves as well. For each Bargha there are 1d4 bugbears, 2d4 hobgoblins, and 4d6 goblins. Some of the greater Bargha clans have entire smaller clans of lesser goblinoids at their command. Each one ruling over their lesser with such authority that even certain death may not sway them from their Bargha masters orders.







































































