Feral Gargun

A small offshoot of the goliath race, feral garguns tear their livelihood out of the frigid northern regions with tooth and claw. Feral garguns derive from goliath and giant parentage. These large, savage humanoids fight in quick, furious bursts of energy. In the barren areas of the north, there is little room for mercy, and the feral garguns have had to learn to be aggressive just to survive.

Even more than their goliath kindred, feral garguns find cities and the trappings of civilization confusing and intimidating. Although individual feral garguns have found ways to adapt to the cities and villages of other races, the majority prefers the simple, nomadic lifestyle of the far north.

Feral Gargun Ability Adjustments: +4 Str, +2 Dex, +4 Con, -2 Int, -2 Cha
Favored Class (Barbarian): A multiclass Feral Gargun's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:
Darkvision
Natural Armor +2
Cold Resistance 5
Powerful Build - The Feral Gargun is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping
Running Jump - Feral Gargun treat all jump checks as running
Claw Attacks - The Feral Gargun has 2 primary claw attacks dealing 1d6 damage each

Feral Gargun count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +2, and 2 racial hit dice of Monstrous Humanoid that grants proficiency with all simple weapons

Racial Feats
Darkvision
Weapon Proficiency (creature)
Powerful Build
Weapon Proficiency (simple)
Monstrous Humanoid
Natural Armor 2
Weapon Proficiency- Light Mace
Weapon Proficiency- Dart
Weapon Proficiency- Morningstar
Weapon Proficiency- Shortspear
Weapon Proficiency- Sickle
Weapon Proficiency- Sling