Giant, Stone (CR 8)
Large Giant (Earth)
Alignment: Usually neutral
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, and Spot +12
AC: 25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 25
Hit Dice: 14d8+56 (119 hp)
Fort +13, Ref +6, Will +7
Speed: 40 ft. (30 ft. in hide armor)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +22
Attack: Greatclub +17 melee; or slam +17 melee, or rock +11 ranged
Full Attack: Greatclub +17+12 melee; or slam +17 melee, or rock +11 ranged
Damage: Greatclub 2d8+12; slam +1d4+8, rock 2d8+12
Special Attacks/Actions: Rock throwing
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Special Qualities: Rock catching
Feats: Combat Reflexes; Iron Will; Point Blank Shot; Power Attack; Precise Shot
Skills: Climb +11, Hide +6*, Jump +11, and Spot +12
Advancement: By character class
Climate/Terrain: Temperate mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears)
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.
Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).
Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant 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 at 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.
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they use gigantic clubs chiseled out of stone.
They use both hands to hurl rocks, with a range increment of 180 feet. A stone giant gains a +4 racial bonus when attempting to catch a thrown rock.
A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Skills: A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.
Stone Giant Elders
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. One in ten elders is a sorcerer, usually of 3rd to 6th level.
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.