Skeleton, Large (Stone Giant)* (CR 8)
AC: 14 (-1 size, +3 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 14d12 (90 hp); DR: 5/Bludgeoning
Fort +13, Ref +6, Will +7
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +7; Grapple +19
Attack: Greatclub +13 melee; or slam +13 melee, or claw +7 melee, or rock +10 ranged
Full Attack: Greatclub +13/+8 melee; or slam +13 melee, or claw +7 melee, or rock +10 ranged
Damage: Greatclub 2d8+12; slam +1d4+8, rock 2d8+12, claw 1d8
Abilities: Str 27, Dex 17, Con -, Int -, Wis 10, Cha 1
Special Qualities: undead traits, cold immunity
Feats: Improved Initiative
Climate/Terrain: Temperate mountains
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
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.