Warden of Wind CR 12
XP 19,200
LE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24
DEFENSE
AC 37, touch 12, flat-footed 36 (+11 armor, +3 deflection, +1 Dex, +14 natural, –2 size)
hp 200 (16d8+128)
Fort +21, Ref +11, Will +13
Defensive Abilities rock catching
OFFENSE
Speed 35 ft.
Melee morningstar +24/+19/+14 (4d6+21) or 2 slams +24 (2d6+14)
Ranged rock +14 (2d6+21)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.)
Spell-Like Abilities (CL 16th, concentration + 19)
At will—levitate (self plus 2,000 lbs.), obscuring mist
1/day—fog cloud
STATISTICS
Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 16
Base Atk +12; CMB +28 (+30 on bull rush or overrun); CMD 40 (42 vs. bull rush or overrun)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Attack
Skills Climb +28, Craft (any one) +12, Diplomacy +19, Intimidate +35, Perception +24, Perform (string instruments) +13
Languages Common, Giant
SQ oversized weapon
Gear +2 full plate, star ring
SPECIAL ABILITIES
Oversized Weapon (Ex)
A warden of wind can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars.
Editor’s Note
Statistics Created by:
Brett, d20pfsrd.com Beastmaster
ECOLOGY
Environment mountains
Organization pair, group (4-6), or patrol (4-6 plus 1-4 wardens of thunder)
Treasure standard (less gear)
Pathfinder Adventure Path: Rise of the Runelords Anniversary Edition © 2012, Paizo Publishing, LLC; Authors: Wolfgang Baur, Stephen S. Greer, James Jacobs, Nicolas Logue, Richard Pett, and Greg A. Vaughan.