Giant, Fog (CR 8)
Huge Giant (Air)
Alignment: Usually either neutral good or neutral evil
Initiative: +0; Senses: Listen +4 and Spot +21
AC: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Hit Dice: 14d8+70 (133 hp)
Fort +14, Ref +4, Will +6
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +10; Grapple +27
Attack: Greatclub +17/+12 melee
Full Attack: Greatclub +17/+12 melee
Damage: Greatclub 2d8+13
Special Attacks/Actions: Rock throwing
Abilities: Str 29, Dex 10, Con 21, Int 13, Wis 14, Cha 10
Special Qualities: Rock catching, hide in fog
Feats: Alertness; Awesome Blow; Cleave; Improved Bull Rush; Power Attack
Skills: Climb +26, Hide -8, Jump +26, Listen +4, and Spot +21
Advancement: By character class
Climate/Terrain: Temperate marsh and forest
Organization: Solitary, hunting group (2-5), raiding party (2-5 fog giants plus 1-2 cloud giants), or clan (11-20)
Fog giants prefer to attack from cover (favoring heavy fog, naturally), initially relying on rock hurling to scatter their opponents, then charging into melee with clubs flying.
Rock Throwing (Ex): A fog giant can hurl rocks weighing 40-50 pounds (Small objects), up to five range increments of 140 feet. Giants receive a +1 racial bonus on attack rolls when throwing rocks.
Rock Catching (Ex): A fog giant can catch Small, Medium-size, or Large rocks (or projectiles of similar size). Once per round, a fog giant that would normally he 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 magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.
Hide in Fog (Ex): In foggy conditions, fog giants have an unusual ability to blend into the swirling mists. In light fog, they gain a +4 racial bonus to Hide checks. In dense fog, the Hide bonus rises to +7. (These numbers include the penalty for the giant's size.)
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).