Giant, Sand, Champion (CR 15)

Large Giant (Earth and Fire)
Alignment: Usually lawful neutral
Initiative: +4 (Dex); Senses: low-light vision, Listen +12, and Spot +12
Languages: Common and Giant

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)
Treasure: Standard

Source: 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: Reflex DC 25 half.

Sand Giant Society

Sand giants live in stable communities in the desert. Their lives revolve around ordered discipline. Their desert dwellings exhibit careful organization and a layout that emphasizes defensibility. They often build into the side of a mesa or in some other geographically sheltered area.

Sand giant leadership originates from a hereditary monarchy. The next king or queen is the first-born child of present monarch. A complicated line of succession based on blood relations and birth order dictates the order of the heirs beyond the first.

Most sand giant communities are isolated in the desert, but the giants are by no means isolationists. They usually conduct profitable trades with caravans and travelers. Occasionally, a sand giant will act as a guide for travelers in the harsh desert.

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.