Giant, Mountain (CR 26)

Colossal Giant (Earth)
Alignment: Usually chaotic
Initiative: +0; Senses: darkvision 60 ft., scent, Listen +17, and Spot +17

AC: 31 (-8 size, +29 natural), touch 2, flat-footed 31
Hit Dice: 30d8+390 (525 hp)
Fort +30, Ref +10, Will +10
Speed: 80 ft.
Space: 30 ft./25 ft.
Base Attack +22; Grapple +54
Attack: Mountain giant club +30 melee, or 2 slams +30 melee, or rock +15 ranged
Full Attack: Mountain giant club +30/+25/+20/+15 melee, or 2 slams +30 melee, or rock +15 ranged
Damage: Mountain giant club 4d8+24/19-20, slam 2d6+16, rock 4d8+16
Special Attacks/Actions: Crush 2d6+24, fling, grapple, rock throwing, trample 4d6+24
Abilities: Str 43, Dex 10, Con 37, Int 6, Wis 10, Cha 7
Special Qualities: rock catching, summon giants
Feats: Alertness; Awesome Blow; Cleave; Combat Reflexes; Great Cleave; Improved Bull Rush; Improved Critical (mountain giant club); Improved Overrun; Improved Sunder; Power Attack; Track
Skills: Jump +39, Listen +17, and Spot +17
Advancement: By character class
Climate/Terrain: Any mountains
Organization: Solitary or family (2 plus 1-3 noncombatants)
Treasure/Possessions: Standard

Source: Monster Manual II

Crush (Ex): A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant's body. (This is normally a 40-foot square, but the giant can instead opt to come down on its seat and cover a 40-foot by 60-foot area.) Each creature in the affected area must succeed at a Reflex save (DC 38) or be pinned, automatically taking 2d6+24 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Fling (Ex): A mountain giant that successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+16 points of damage, and any opponent it strikes takes 4d8+16 points of damage.

Grapple (Ex): If a mountain giant hits an opponent that is at least one size category smaller than itself with a slam (used as a melee touch attack), it deals normal damage and attempts to start a grapple (grapple bonus +54). If it gets a hold, it can fling the opponent in the next round. Alternatively, the mountain giant has the option to conduct the grapple normally, or simply use one hand to hold the opponent (-20 penalty on grapple check, but the mountain giant is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.

Trample (Ex): As a standard action during its turn each round, a mountain giant can trample opponents at least one size category smaller than itself. This attack deals 4d6+24 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 41) for half damage.

Rock Throwing (Ex): An adult giant is an accomplished rock thrower, so he or she receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects).

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

Rock SizeDC

Scent (Ex): A mountain giant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Summon Giants (Sp): Once per day, a mountain giant can attempt to summon 1d8+1 ogres, 1d6+1 trolls, or 1d4+1 hill giants with a 25% chance of success.

Skills and Feats: A mountain giant has EHD as though it were a Huge creature.

Giants relish melee combat. They favor massive weapons, especially two-handed ones, and wield them with impressive skill. They possess enough cunning to soften up a foe with ranged attacks before closing, if they can. A giant's favorite ranged weapon is a big rock.

Mountain giants attack in a straight-forward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant's initial grab attempt only to be scooped up by the monster's other hand.

In melee, mountain giants use their height to smash their clubs down on the heads of their foes. A mountain giant that feels seriously threatened often uses its summon giants ability to engage its foes with other opponents, then steps back to hurl boulders. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.

Earth Subtype

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.