XP 38,400
CG or CE Huge humanoid (aquatic, giant)
Init +4; Senses low-light vision; Perception +24
DEFENSE
AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
hp 218 (19d8+133)
Fort +18, Ref +8, Will +10;
Resist cold 30, electricity 30
OFFENSE
Speed 50 ft., swim 40 ft.
Melee mwk trident +29/+24/+19 (3d6+22) or 2 slams +27 (2d6+15)
Ranged rock +13 (2d8+22)
Space 15 ft.; Reach 15 ft.
Special Attacks conch focus, rock throwing (110 ft.)
Spell-Like Abilities (CL 14th; concentration +18)
Constant—freedom of movement
3/day—aqueous orb (DC 17), control winds (DC 19), shout (DC 18), summon nature's ally VII (swimming creatures only), water breathing
1/day—vortex (DC 20)
STATISTICS
Str 40, Dex 11, Con 25, Int 12, Wis 15, Cha 18
Base Atk +14; CMB +31 (+33 bull rush); CMD 41 (43 vs. bull rush)
Feats Augment SummoningB (with conch), Combat Reflexes, Critical Focus, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (trident), Power Attack, Vital Strike, Weapon Focus (trident)
Skills Intimidate +17, Knowledge (nature) +11, Perception +24, Perform (wind) +13, Survival +14, Swim +24
Languages Aquan, Common, Giant
SQ amphibious
SPECIAL ABILITIES
Conch Focus (Su)
When holding its conch, an ocean giant can cast great shout (DC 22) instead of shout, and gains Augment Summoning as a bonus feat. If the conch is destroyed (hardness 5, 20 hp), the giant can spend 1 week to craft a replacement.