Giant, Sand (CR 10)

Large Giant (Earth and Fire)
Alignment: Usually lawful neutral
Initiative: +5 (Dex); Senses: low-light vision, Listen +12, and Spot +12
Languages: Common and Giant


AC: 28 (-1 size, +5 Dex, +11 natural, +3 masterwork studded leather), touch 14, flat-footed 23
Hit Dice: 15d8+75 (142 hp)
Fort +14, Ref +12, Will +10
Speed: 40 ft., burrow 10 ft.
Space: 10 ft./10 ft.
Base Attack +11; Grapple +23
Attack: Scimitar +19 melee; or sand blaster
Full Attack: Scimitar +19/+14/+9 melee; or sand blaster (see text)
Damage: Scimitar 1d8+8/15-20; sand blaster (see text)
Special Attacks/Actions: Sand blaster, spell-like abilities
Abilities: Str 27, Dex 21, Con 21, Int 10, Wis 16, Cha 12
Special Qualities: Heat shimmer, immunity to fire, vulnerability to cold
Feats: Cleave; Improved Critical (scimitar); Iron Will; Lightning Reflexes; Power Attack; Weapon Focus (scimitar)
Skills: Hide +1*, Knowledge (nature) +11, Listen +12, Spot +12, and Survival +12 (+14 in aboveground natural environments)
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), settlement (10-40 plus 1 monarch and 3-4 fighters of 3rd-5th level)
Treasure/Possessions: Standard

Source: Monster Manual III

Sand Blaster: A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution- based. (It relies on the user's ability to blow a hearty gust of air through the tube.) A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action. A sand blaster costs 30 gp.

Spell-Like Abilities: 1/day - meld into stone, statue. Caster level 15th.

Heat Shimmer (Su): At will as a free action, a sand giant can create a shimmering effect around itself that functions like a blur spell, caster level 15th.

Skills: A sand giant gains a +8 racial bonus on Hide checks and Survival checks in deserts.

A sand giant usually prepares for combat by digging into the sand and hiding to lure its opponents in close, readying its sand blaster to spray its enemies. In close combat, a sand giant wields its mighty scimitar.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.