Hiroe1
This joyous giant is simply clad and seems to exude an exuberant love of life, evident in its truly impressive physique.

Hiroe (CR 8; XP 4,800)
NG Large humanoid (giant)
Init +4; Senses low-light vision; Perception +18
Defense
AC 21, touch 9, flat-footed 21
(+12 natural, -1 size)
hp 102 (12d8+48)
Fort +8, Ref +8, Will +7
DR 5/silver
Offense
Speed 40 ft.
Melee unarmed strike +15/+10 (3d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks bellow, monk training
Spell-Like Abilities (CL 8th; concentration +11)
Constant—tongues
Statistics
Str 26, Dex 11, Con 19, Int 18, Wis 16, Cha 16
Base Atk +8; CMB +17; CMD 27
Feats Improved Initiative, Improved Unarmed Strike, Kirin Strike, Kirin Style, Tiger Claws, Tiger Style
Skills Craft (jade) +19, Knowledge (arcana) +16, Knowledge (local) +16, Knowledge (religion) +16, Perception +18, Sense Motive +15
Languages Common, Draconic, Giant, Ophiduan, Samsaran, Tengu
Ecology
Environment forest, hills
Organization solitary, family (2-4)
Treasure standard
Special Abilities
Bellow (Ex) The hiroe has the ability to yell, as a free action, with such ferocity that any opponent within 50 ft. must make a Will save (DC 19) or flee for 1d4 rounds. Allies of the hiroe must make a Will save (DC 10) or suffer a -2 penalty to all skill checks and attack rolls for 1 round. A creature can only be affect by the bellow once per day. The save DC is Charisma-based.
Monk Training (Ex) A hiroe uses its Hit Dice as its monk level for determining its unarmed attack damage and to allow it to access feats.

The hiroe are a friendly race of large humanoids that enjoy the arts of trade, physical development and prowess, and learning about the world around them. They live in small groups in forested hill areas and have a knack for small mining operations and crafting items from what they find there. Hiroe are enjoyable company at all times and tell stories of what they have seen and heard on their semi-nomadic travels, and gathered from those they have met. They steadfastly avoid mercenary work but will readily help defend those they trade with and who respect the gods. A camp of the hiroe is one of laughter and stories, in all the languages of the races they have met in their travels, and none who seek peace and rest are turned away, save those that are evil and would force their will on others. They greatly detest slavery in all forms and are saddened by the prospect of war, and will try their utmost to prevent either. The jadework of hiroe is prized throughout the regions where they live, and mostly follows the themes of the power and omnipotence of the gods, and the joy to be found in serving them.

When pressed into combat, hiroe fight with ferocious intent and deadly precision, literally able to tear their opponents limb from limb. They believe in knowing their enemy, both for the sake of defeating them, and to give themselves the sobering knowledge of who and what they are killing, so as to not glorify the act of destruction. It is very rare for a hiroe to even think of touching a weapon, and never use their craft tools for such a purpose.

ON PORPHYRA
The hiroe are likely a failed attempt by the Elementalist megahuman breeding project to create a skilled cadre of assassins who kill with their bare hands. Modern hiroe are very sensitive to this rumored origin, but still instinctively develop their martial arts skills, putting them to the pursuit of good deeds and helping others. Many small clans live in the Jotun Forest and Giant’s Retreat, mitigating the evil giants there, and they are common on the Dry Peninsula, roaming the porphyrite fields of the Last Kingdom and the steppes to the north.