Giant, Fog (CR 8)

Huge Giant (Air)
Alignment: Usually either neutral good or neutral evil
Initiative: +0; Senses: Listen +4 and Spot +21


AC: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Hit Dice: 14d8+70 (133 hp)
Fort +14, Ref +4, Will +6
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +10; Grapple +27
Attack: Greatclub +17/+12 melee
Full Attack: Greatclub +17/+12 melee
Damage: Greatclub 2d8+13
Special Attacks/Actions: Rock throwing
Abilities: Str 29, Dex 10, Con 21, Int 13, Wis 14, Cha 10
Special Qualities: Rock catching, hide in fog
Feats: Alertness; Awesome Blow; Cleave; Improved Bull Rush; Power Attack
Skills: Climb +26, Hide -8, Jump +26, Listen +4, and Spot +21
Advancement: By character class
Climate/Terrain: Temperate marsh and forest
Organization: Solitary, hunting group (2-5), raiding party (2-5 fog giants plus 1-2 cloud giants), or clan (11-20)
Treasure/Possessions: Standard

Source: Monster Compendium: Monsters of Faerûn

Rock Throwing (Ex): A fog giant can hurl rocks weighing 40-50 pounds (Small objects), up to five range increments of 140 feet. Giants receive a +1 racial bonus on attack rolls when throwing rocks.

Rock Catching (Ex): A fog giant can catch Small, Medium-size, or Large rocks (or projectiles of similar size). Once per round, a fog giant that would normally he 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 a 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.

Hide in Fog (Ex): In foggy conditions, fog giants have an unusual ability to blend into the swirling mists. In light fog, they gain a +4 racial bonus to Hide checks. In dense fog, the Hide bonus rises to +7. (These numbers include the penalty for the giant's size.)

Fog giants prefer to attack from cover (favoring heavy fog, naturally), initially relying on rock hurling to scatter their opponents, then charging into melee with clubs flying.

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).