Giant, Cloud (CR 11)

Huge Giant (Air)
Alignment: Usually neutral good or neutral evil
Initiative: +1 (Dex); Senses: low-light vision, scent, Listen +15, and Spot +15

AC: 25 (-2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 20
Hit Dice: 17d8+102 (178 hp)
Fort +16, Ref +6, Will +10
Speed: 50 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +32
Attack: Gargantuan morningstar +22 melee; or slam +22, or rock +12 ranged
Full Attack: Gargantuan morningstar +22+17+12 melee; or 2 slams +22 melee, or rock +12 ranged
Damage: Gargantuan morningstar 4d6+18; slam 1d6+12, or rock 2d8+12
Special Attacks/Actions: Rock throwing, spell-like abilities
Abilities: Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13
Special Qualities: oversized weapon, Rock catching
Feats: Awesome Blow; Cleave; Improved Bull Rush; Improved Overrun; Iron Will; Power Attack
Skills: Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (harp) +2, Sense Motive +9, and Spot +15
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary or gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 dire lions) or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)
Treasure: Standard coins, double goods, standard items

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.

Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemy, barraging them with rocks while the giants with magical abilities assault them with spells. A cloud giant's thrown rocks have a range increment of 140 feet.

Spell-Like Abilities: Cloud giants who dwell on cloud islands (see below) can use the following as the spells cast by a 15th-level sorcerer: 3/day - levitate (self plus 2,000 pounds) and obscuring mist; 1/day - fog cloud.

Skills and Feats: Cloud giants have EHD as though they were large creatures.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).