Giant, Sand, Champion (CR 15)
AC: 28 (-1 size, +4 Dex, +11 natural, +4 masterwork chain shirt), touch 13, flat-footed 24
Hit Dice: 15d8+105 plus 5d10+3
Fort +20, Ref +10, Will +10
Speed: 40 ft., burrow 10 ft.
Space: 10 ft./10 ft.
Base Attack +16; Grapple +31
Attack: Scimitar +27 melee; or sand blaster (see text)
Full Attack: Scimitar +27/+22/+17/+12 melee; or sand blaster (see text)
Damage: Scimitar 1d8+13/15-20, sand blaster (see text)
Special Attacks/Actions: Sand blaster, spell-like abilities
Abilities: Str 32, Dex 18, Con 25, Int 10, Wis 19, Cha 14
Special Qualities: Heat shimmer, immunity to fire, vulnerability to cold, 5th-level Fighter
Feats: Alertness; Cleave; Dodge; Improved Critical (scimitar); Improved Sunder; Mobility; Power Attack; Spring Attack; Weapon Focus (scimitar); Weapon Specialization (scimitar)
Skills: Listen +12, Spot +12, and Survival +10* (+12 in aboveground natural environments)
Advancement: By character class
Climate/Terrain: Warm deserts
Organization: Solitary, gang (2-5), settlement (3-4 plus 10-40 sand giants plus 1 monarch)
Monster Manual III
A sand giant champion attacks with great skill and optimizes its tactics. It uses its Spring Attack to selectively attack opponents, maneuvering to its advantage. It uses Power Attack judiciously against opponents with a lower Armor Class.
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 25 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.
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.
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.