Giant, Firbolg (CR 12)
Alignment: Usually neutral but often chaotic good
Initiative: +1 (Dex); Senses: darkvision 60 ft. and Spot +18
AC: 25 (-1 size, +1 Dex, +3 masterwork studded leather, +13 natural), touch 10, flat-footed 24
Hit Dice: 13d8+78 (136 hp)
Fort +14, Ref +5, Will +6
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +9; Grapple +26
Attack: Huge great sword +21 melee; or rock +10 ranged
Full Attack: Huge great sword +21/+16 melee; or rock +10 ranged
Damage: Huge great sword 2d8+19/19-20; or rock 2d6+13
Special Attacks/Actions: Spell-like abilities, rock throwing, trample 2d6+13
Abilities: Str 36, Dex 13, Con 23, Int 14, Wis 15, Cha 14
Special Qualities: Rock catching, fast healing 3
Feats: Deflect Arrows; Dodge; Improved Unarmed Strike; Mobility; Spring Attack
Skills: Knowledge (nature) +20, Move Silently +17, Spot +18, and Survival +20
Advancement: By character class
Climate/Terrain: Temperate hills and forests
Organization: Solitary, pair, gang (3-8), squad (9-16), or troop (20-40)
Monster Manual II
Firbolgs are both cautious and crafty They have learned to distrust and fear the "civilized" races, such as humans and elves. If possible, they avoid encounters with humanoids altogether, either by hiding or by deception.
If forced to fight, firbolgs employ effective combat strategy, using the terrain and situation to best effect. They always operate as a team, not as a collection of individuals.
Rock Throwing (Ex): An adult firbolg receives a +1 racial bonus on attack rolls when throwing rocks. It can throw rocks weighing 40 to 50 pounds each (Small objects) up to five range increments (range increment 130 feet).
Spell-Like Abilities: 1/day - disguise self, detect magic, feeblemind, know direction. Caster level 13th; save DC 12 + spell level.
Trample (Ex): As a standard action during its turn each round, a firbolg can trample opponents at least one size category smaller than itself. This attack deals 2d8+19 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 29) for half damage.
Fast Healing (Ex): A firbolg regains lost hit points at the rate of 3 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the firbolg to regrow or reattach lost body parts.
Rock Catching (Ex): A firbolg can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a firbolg 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 a Large one. (If the projectile has a bonus on attack roll because of magic, the DC increases by that amount.) The firbolg must be ready for and aware of the attack.
The Firbolg first appeared in the 1e MM II (Gary Gygax, 1983).