Giant, Eldritch, Confessor (CR 20)

Huge Giant
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: low-light vision, Listen +24, and Spot +30


AC: 34 (-2 size, +1 Dex, +13 natural, +9 +1 full plate, +3 +2 light steel shield), touch 9, flat-footed 33
Hit Dice: 25d8+275 plus 11d8+122 (558 hp)
Fort +32, Ref +12, Will +30
Speed: 50 ft. (35 ft. in full plate armor)
Space: 15 ft./15 ft.
Base Attack +26; Grapple +51
Attack: Bastard sword +42 melee
Full Attack: Bastard sword +42/+37/+32/+27 melee
Damage: Bastard Sword 3d8+17/17-20
Special Attacks/Actions: Rebuke undead 5/day (+4, 2d6+13, 11th), spells, spell-like abilities
Abilities: Str 44, Dex 12, Con 32, Int 18, Wis 24, Cha 15
Special Qualities: Eldritch mastery, natural willpower
Feats: Cleave; Empower Spell-like Ability (magic missile); Exotic Weapon Proficiency (bastard sword); Great Cleave; Improved Bull Rush; Improved Critical (bastard sword); Improved Overrun; Iron Will; Power Attack; Quicken Spell; Quicken Spell-Like Ability (greater dispel magic); Quicken Spell-Like Ability (dimension door); Weapon Focus (bastard sword)
Skills: Concentration +49, Diplomacy +4, Knowledge (arcana) +42, Knowledge (religion) +24, Knowledge (the planes) +24, Listen +24, Sense Motive +45, Spellcraft +44, and Spot +30
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary or family (1 plus 2-4 plus 35% noncombatants plus 1-2 greater earth elementals)
Treasure: Standard coins; double goods; standard items plus +1 full plate and +2 light steel shield

Source: Monster Manual III

Combat

Eldritch giant confessors herd lesser giants before them into battle. Although these cruel creatures have great confidence in their physical and magical abilities, they place little value in the lives of lesser creatures, even other eldritch giants eldritch giant confessors carefully enhance their own abilities with spells before and during a fight, especially favoring the use of quickened spells such as divine favor that enhance their physical combat abilities. They gain a +2 bonus on all turn/rebuke undead attempts due to their Knowledge (religion) skill.

Typical Cleric Spells Prepared (6/8/7/7/5/4/3): 0 - detect poison (2), light (2), read magic (2); 1st - bless, cure light wounds (3), divine favor, inflict light wounds* (+41 melee touch; DC 18), shield of faith (2); 2nd - bear's endurance, bull's strength, cure moderate wounds (2), hold person (2), shatter* (DC 19); 3rd - cure serious wounds (DC 20) (2), daylight, dispel magic*, invisibility purge, protection from energy; 4th - cure critical wounds (2), discern lies (DC 21), divine power, inflict critical wounds* (+32 melee touch; DC 21); 5th - Quickened divine favor, flame strike (DC 22) (2), mass inflict light wounds* (DC 22); 6th - heal (2), harm* (DC 23).

*Domain spell. Domains: Destruction (smite 1/day, +4 melee attack, +11 damage), Magic (use spell completion and spell trigger items as 5th-level wizard).