Warden of Wind (Advanced Cloud Giant)

Warden of Wind CR 12

XP 19,200
LE Huge humanoid (giant)
Init +3; Senses low-light vision, scent; Perception +24


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


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 willlevitate (self plus 2,000 lbs.), obscuring mist
1/dayfog cloud


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


Oversized Weapon (Ex)

A warden of wind can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars.

Editor’s Note

This conversion reflects application of the full advanced creature template. As such, AC is higher here than as noted in the source book.
Statistics Created by:
Brett, d20pfsrd.com Beastmaster


Environment mountains
Organization pair, group (4-6), or patrol (4-6 plus 1-4 wardens of thunder)
Treasure standard (less gear)

Section 15: Copyright Notice

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.

scroll to top