Giant, Stone, Elder
Large Giant (Earth) — CR 9
Giant, Stone, Elder is a D&D 3.5 monster from —. CR 9, HD 14d8+56 (119 hp).
- Hit Dice
- 14d8+56 (119 hp)
- Initiative
- +2
- Speed
- land 40 ft, 40 ft., 30 ft. in hide armor.
- Base Attack / Grapple
- +10/+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
- STR
- 27
- DEX
- 15
- CON
- 19
- INT
- 10
- WIS
- 12
- CHA
- 11
- Fort / Ref / Will
- +13 / +6 / +7
- Challenge Rating
- 9
- Alignment
- Usually neutral
- 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)
- Treasure
- Standard
- Level Adjustment
- +6
Special Abilities
Rock ThrowingRock Catching
Description
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.
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.
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.