Giant, Stone, Elder, 6 Sorcerer; CR: 12; XP: 19,200; Stone giant sorcerer 6 Align: N; Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft., low-light vision; Perception +25
DEFENSE: AC: 29; TAC: 14; FFAC: 26 (+4 armor, +2 deflection,+2 Dex, +1 dodge, +11 natural, -1 size); HD: 12d8+60+6d6+6 favored class +30; HP: 171; Saves: For: +15, Ref: +10, Will: +13; Defensive Abilities improved rock catching, Resist acid 10
OFFENSE: Speed: 40 ft.; Melee: +1 shortspear +19/+14/+9 (1d8+8) or 2 slams +16 (1d8+8); Ranged: rock +14/+9 (2d8+10); Space: 10 ft.; Reach: 10 ft.; Special Attacks: rock throwing (180 ft.);
Spell-Like Abilities: (CL 10th; concentration +19)
1/day–stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 20)
Sorcerer Spells Known: (CL 6th; concentration +15, ranged touch +13)
3rd (4/day)— fly
2nd (6/day)— blink, invisibility, scorching ray
1st (8/day, 7 remaining)— charm person (DC 16), identify, mage armor, obscuring mist, shocking grasp
0th (at will)—dancing lights, daze (DC 15), flare (DC 15), ghost sound (DC15), light, mending, prestidigitation
Statistics: Str: 25; Dex: 15; Con: 21; Int: 14; Wis: 15; Cha: 21; BAB: +12; CMB: +20; CMD: 32
Feats: Alertness (as long as bat familiar is in arm’s reach), Arcane Strike, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Eschew Materials B, Extend Spell, Iron Will, Lightning Reflexes, Mobility
Skills: Humanoid: (2+Int/HD)/Sorcerer (2+Int/lvl): Acrobatics (D) +16, Appraise (Int)(c), Bluff (Cha)(c), Climb (S)(c) +24, Craft ( ) (I)(c), Fly (Dex)(c) +16, Handle Animal (Ch*)(c), Heal (W)(c), Intimidate (Ch), Knowledge (arcana) (Int)(c) +8, Perception (W) +25, Profession ( ) (W*)(c), Ride (D)(c), Spellcraft (Int)(c) +10, Stealth (D) +11 (+19 in rocky terrain), Survival (W)(c), Use Magic Device (Cha)(c); Racial Modifiers: +8 Stealth in rocky terrain
Special Abilities:
Arcane Bond (Su): Bat, N Diminutive Animal: Init: +2, Senses: blindsense 20 ft., low-light vision, Perception +25;
DEFENSE: AC 19, 16 touch, 17 flat (+2 Dex, +4 size, +3 natural); hp 85 (6d8); Fort +0, Ref +4, Will +7, Improved Evasion;
OFFENSE: move 5 ft, fly 40 ft (good); bite +17 (1d3-4); space 1 ft; reach 0 ft.;
STATS: Str 1, Dex 15, Con 6, Int 8, Wis 14, Cha 5; BAB +12, CMB +11, CMD 21; Feat: Weapon Finesse; Skills: Acrobatics +19, Climb +12, Fly +21, Knowledge (Arcana) +2, Perception +25, Spellcraft +4, Stealth +27 Racial: +4 Perception; SQ: Deliver Touch Spells, Empathic Link, Share Spells, Speak with Master
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Languages: Common, Giant, Draconic
Special Qualities: arcane bond (bat familiar), Metamagic Adept (1/day)
Environment: temperate mountains
Organization: solitary, gang (2–5), band (4–8), hunting party (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 1–3 elders, and 4–6 dire bears)
Treasure: standard (potion of barkskin +4, +1 short spear, ring of minor acid resistance, ring of protection +2, headband of Charisma +2). 9,000gp
"This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone."
Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall, weigh about 1,500 pounds, and can live to be 800 years old.
Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they favor 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.
Stone giants prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days’ travel from other bands of stone giants, and even raise shared herds of goats and other livestock between tribes. Older stone giants tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as stone giant elders.