Melee: greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
Space: 10 ft.
Reach: 10 ft.
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Attacks: Base Atk +9; CMB +18; CMD 30
Feats: Iron Will, Martial Weapon Proficiency (greatclub), Point-Blank Shot, Power Attack, Precise Shot, Quick Draw
Skills: Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages: Common, Giant
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)
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11
AC: 25 (-1 size, +2 Dex, +11 natural, +3 hide)
Advancement: By character class
Attacks: Huge greatclub +17/+12 melee; or rock +12/+7 ranged
CR: 8
Damage: Huge greatclub 2d6+12; or rock 2d8+8
HD: 14d8+56 (119)
Initiative: +2 (Dex)
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) plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
Qualities: Rock catching
Reach: 5 ft. by 5 ft./10 ft.
Saves: Fort +13, Ref +6, Will +4
Size: Large
Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.