Giant, Stone (CR 8)
Large Giant (Earth)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +12
AC: 25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 25
Hit Dice: 14d8+56 (119 hp)
Fort +13, Ref +6, Will +7
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +22
Attack: Greatclub +17 melee; or slam +17 melee, or rock +11 ranged
Full Attack: Greatclub +17+12 melee; or slam +17 melee, or rock +11 ranged
Damage: Greatclub 2d8+12; slam +1d4+8, rock 2d8+12
Special Attacks/Actions: Rock throwing
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Special Qualities: Rock catching
Feats: Combat Reflexes; Iron Will; Point Blank Shot; Power Attack; Precise Shot
Skills: Climb +11, Hide +6*, Jump +11, and Spot +12
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears)
Treasure/Possessions: Standard
Source:
Monster Manual
Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).
Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they use gigantic clubs chiseled out of stone.
They use both hands to hurl rocks, with a range increment of 180 feet. A stone giant gains a +4 racial bonus when attempting to catch a thrown rock.
A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Skills: A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.
Stone Giant Elders
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. One in ten elders is a sorcerer, usually of 3rd to 6th level.
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.