Giant, Stone, Elder (CR 9)
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 23
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 2 slams +17 melee or rock +11 ranged
Damage: Greatclub 2d8+12, slam 1d4+8, rock 2d8+12
Special Attacks/Actions: rock catching
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Skills: Climb +11, Hide +6*, Jump +11, and Spot +12
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)
Stone giants fight from a distance whenever possible, but if they can't avoid melee, they use gigantic clubs chiseled out of stone. 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.
Rock Throwing (Ex): The range increment is 180 feet for a stone giant's thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.
Once per day they can use Stone Shape, Stone Tell, and either Transmute Mud to Rock or Transmute Rock to Mud (DC 17). The save DC is Charisma-based. 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.