Giant, Eldritch (CR 15)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: low-light vision, Spot +21, and listen +21
AC: 32 (-2 size, +1 Dex, +13 natural, +8 full plate, +2 heavy steel shield), touch 9, flat-footed 31
Hit Dice: 25d8+255 (337 hp)
Fort +23, Ref +9, Will +19
Speed: 50 ft. (35 ft. in full plate armor)
Space: 15 ft./15 ft.
Base Attack +18; Grapple +42
Attack: Bastard sword +33 melee
Full Attack: Bastard sword +33/+28/+23/+18 melee
Damage: Bastard Sword 3d8+17/19-20
Special Attacks/Actions: Spell-like abilities
Abilities: Str 42, Dex 12, Con 28, Int 18, Wis 16, Cha 12
Special Qualities: Eldritch mastery, natural willpower
Feats: Cleave; Empower Spell-like Ability (magic missile); Exotic Weapon Proficiency (bastard sword); Great Cleave; Iron Will; Power Attack; Quicken Spell-Like Ability (greater dispel magic); Quicken Spell-Like Ability (dimension door); Weapon Focus (bastard sword)
Skills: Concentration +37, Diplomacy +3, Knowledge (arcana) +32, Knowledge (religion) +14, Knowledge (the planes) +14, Sense Motive +31, Spellcraft +34, Spot +21, and listen +21
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary or family (2-4 plus 35% noncombatants plus 1 wizard or cleric of 7th-10th level plus 1-2 greater earth elementals)
Treasure: Standard coins; double goods; standard items
Monster Manual III
An eldritch giant uses its spell-like abilities to strip opponents of their magical enhancements before entering melee combat. Although its size forces it to fight in relatively open environments, an eldritch giant's ability to use dimension door makes it capable of devastating hit-and-run tactics.
Spell-like Abilities: At will - detect magic, greater dispel magic, magic missile; 3/day - dimension door, globe of invulnerability. Caster level 20th.
Eldritch Mastery (Su): An eldritch giant has an extensive familiarity with and an intuitive grasp of arcane magic. It can use spell completion items (such as scrolls) as if it had the wizard's class spell list and were of the appropriate level to cast the spell. It can use spell trigger items (such as wands and staffs) as if it had the wizard's class spell list.
Natural Willpower (Ex): Unlike most giants, eldritch giants have a strong innate resistance to mental compulsion, illusion magic, and the like. Eldritch giants have a +6 racial bonus on Will saves.
An eldritch giant is most effective as a melee combatant, but it benefits greatly from spending a few rounds using its spell-like abilities to strip away the magic effects of its foes.
Prior to Combat: Scout foes with detect magic and activate globe of invulnerability.
Round 1: Use a quickened greater dispel magic on the foe with the most magical auras and charge the nearest foe. If unable to close, instead use an empowered magic missile followed by a quickened dimension door to get close to a spellcasting opponent.
Round 2: Continue melee combat, using quickened greater dispel magic to strip foes of their magical enhancements.
Round 3: If no foes are within melee reach, use empowered magic missile or dimension door to attack elusive opponents.
Round 4: If the foes are still mounting a credible threat, retreat using dimension door. Otherwise, alternate intelligent use of spells with full attacks.