Giant, Bog (CR 6)

Large Giant (Aquatic)
Alignment: Usually neutral
Initiative: +0; Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2

AC: 19 (-1 size, +3 hide armor, +7 natural), touch 9, flat-footed 19
Hit Dice: 8d8+2 (68 hp)
Fort +12, Ref +2, Will +2
Speed: 30 ft., swim 40 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +17
Attack: Huge longspear +13 melee, or rock +6 ranged
Full Attack: Huge longspear +13/+8 melee, or rock +6 ranged
Damage: Huge longspear 2d6+10, rock 1d6+7
Special Attacks/Actions: Rock throwing
Abilities: Str 24, Dex 11, Con 19, Int 6, Wis 11, Cha 14
Special Qualities: rock catching
Feats: Alertness; Great Fortitude; Martial Weapon Proficiency (longspear) (B); Weapon Focus (longspear)
Skills: Hide +4*, Listen +2, Spot +2, and Swim +15
Advancement: By character class
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 1-2 giant crocodiles), or tribe (21-30 plus 1-3 elders, 2-12 giant crocodiles, 12-22 lizardfolk, and 35% noncombatants)
Treasure/Possessions: Standard

Source: Fiend Folio

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she has a +1 racial bonus on 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 five range increments. (The range increment is 120 feet.) A Huge giant can hurl rocks weighing 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). A Huge giant can catch rocks of up to Huge size. 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 to catch a rock is based on the rock's size (see the table below). If the projectile has a bonus on attack rolls, the DC increases by that amount. The giant must be aware of and ready for the attack.

Rock SizeDC

Because they can breathe underwater, bog giants prefer to surprise their enemies by swimming close before striking. They take advantage of their natural camouflage in swamp areas to ambush their prey. Some bog giants emulate crocodiles by grappling an opponent and dragging it under the water to drown.

Skills: Bog giants have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered. A bog giant has a +4 racial bonus on Hide checks. *In swamp areas, a bog giant's racial bonus on Hide checks rises to +8.

Aquatic Subtype

Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.