Giant, Phaerlin (CR 3)
Huge Giant (Earth)
Alignment: Usually neutral evil
Initiative: -1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +5
AC: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Hit Dice: 8d8+32 (68 hp)
Fort +10, Ref +1, Will +1
Speed: 20 ft.
Space: 15 ft./15 ft.
Base Attack +6; Grapple +19
Attack: 2 claws +9 melee; bite +4 melee
Full Attack: 2 claws +9 melee; bite +4 melee
Damage: Claw 2d4+5, bite 1d8+2
Special Attacks/Actions: Frightful presence
Abilities: Str 21, Dex 9, Con 18, Int 8, Wis 8, Cha 9
Special Qualities: SR 14
Feats: Cleave; Improved Bull Rush; Power Attack
Skills: Listen +4 and Spot +5
Advancement: 9-16 HD (Huge)
Climate/Terrain: Underground
Organization: Solitary or pair
Treasure/Possessions: Standard
Source:
Monster Compendium: Monsters of Faerûn
Frightful Presence (Ex): Phaerlin giants initiate combat with a dreadful howling roar (a free action) that strikes terror into the hearts of all but the doughtiest opponents. Any creature with fewer than 8 HD within 30 feet of the giant must make a Will save (DC 13) or become shaken, suffering a 2 penalty on attack rolls, checks, and saving throws. Characters who make their saves are immune to that particular giant's frightful presence for one day.
Unlike most of their kind, phaerlin giants do not use weapons or even throw boulders, attacking instead with their sharp claws and teeth. Enslaved giants follow the orders of their masters without question or fear, while feral giants are more cunning and clever in their tactics - as well as showing more instinct for self-preservation.
Earth Subtype
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.