Giant, Reef (CR 11)
Large Giant (Aquatic)
Alignment: Often neutral good
Initiative: -1 (Dex); Senses: Spot +9
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Hit Dice: 18d8+72 (153 hp)
Fort +15, Ref +5, Will +7
Speed: 40 ft., swim 30 ft.
Space: 5 ft./10 ft.
Base Attack +13; Grapple +13
Attack: Huge trident +19/+14/+9 melee; or rock +12/+7/+2 ranged
Full Attack: Huge trident +19/+14/+9 melee; or rock +12/+7/+2 ranged
Damage: Huge trident 2d6+10; or rock 2d6+7
Special Attacks/Actions: Rock throwing, whirlpool
Abilities: Str 25, Dex 9, Con 19, Int 12, Wis 12, Cha 13
Special Qualities: Water subtype
Feats: Cleave; Great Cleave; Combat Reflexes; Improved Unarmed Strike; Power Attack
Skills: Climb +12, Hide +0, Jump +12, and Spot +9
Advancement: By character class
Climate/Terrain: Any warm aquatic
Organization: Solitary or gang (2-5)
Treasure/Possessions: Standard
Source:
Converted
Rock throwing (Ex): Reef giants can throw rocks with a range increment of 180 ft.
Whirlpool (Su): Once per day, a reef giant can create a whirlpool, centered on itself. Anyone within 30' of the giant must succeed at a Str check (DC 15) or be drawn into the whirlpool. Creatures caught in the whirlpool take 2d8 damage per round and must succeed at a Con check (starting at DC 15, and increasing by 1 each round) to prevent themselves from drowning. Escaping from the whirlpool requires a successful Strength check (DC 15).
Water subtype (Ex): Reef giants are immune to water- or cold-based spells and attacks and suffer no penalties when fighting in water. They can also breathe water as per the spell.
Aquatic Subtype
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.