Ok - my final version of the Nandinhall. I added in the missing skill points - to Handle Animal, Heal, and Perform - and a few more feats, as well as fixing the Attack line.
Nandinhalla [font="]Colossal Fey[/font]
Hit Dice: 38d6+532+3 (652 hp) Initiative: +4 (Dex) Speed: 50 ft. Armor Class: 35 (–8 size, +4 Dex, +29 natural) Base Attack/Grapple: +19/+55 Attack: Greatclub +31 melee (6d8+30) Full Attack: Greatclub +31/+26/+21 melee (6d8+30) or Slam +31 melee (4d8) Space/Reach: 30 ft./30 ft. Special Attacks: Spell-like abilities, forest strangle, improved grab, trample (4d8 + 30) Special Qualities: Damage reduction 5/cold iron, tree dependent, tremorsense 300 ft., wild empathy Saves: Fort +26, Ref +25, Will +29 Abilities: Str 51, Dex 18, Con 39, Int 19, Wis 27, Cha 23 Skills: Diplomacy +37, Escape Artist +20, Handle Animal +48, Heal +48, Intimidate +26, Knowledge (nature) +44, Listen +48, Perform +46, Sense Motive +39, Spot +48, Survival +48 Feats: Area Attack, Awesome Blow, Cleave, Crush, Fling Enemy, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Large and in Charge, Pain Mastery, Power Attack, Toughness Environment: Temperate forests Organization: Solitary or grove (4-7) Challenge Rating:
Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: ---
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What you see in front of you looms from a tree too high to see its top, filtering little light on to the already hard to distinguish form. From what you can see, it looks mostly like a well formed female figure composed of mainly tree.
Formed from much larger trees then oaks, these massive dryads protect their woodlands in much the same way that the normal sized fey do, though they add a little more muscle to the environmentalism. They have the features of gigantic female elves; however, as with their more normal-sized relatives, their skin is like bark and their hair often branches out into the canopies of their forest, mingling with leaves.
Combat: Nandinhalla enter combat without much planning, however they are hard to aggravate unless their forest is in danger - they otherwise remain placid. Improved Grab (Ex):[font="] In order to use this ability, the nadinhalla must hit an opponent with a slam attack. It can then make a grapple check as a free action without provoking an attack of opportunity. Forest Strangle (Su): Calling on Nature itself, the nadinhalla can draw up foliage from the surrounding area, in a 30 foot radius. All creatures in the affected area are treated as though Entangled (DC to resist 10 + 1/2 HD + Wis Mod), and take 2d6 damage each round they spend within the area. Spell like abilities: At will— entangle (DC 19), briar web* (DC 20), dawn (DC 18), deep slumber (DC 21), forest fold*, might of the oak*, speak with plants, tree shape, bark skin, call lightning (DC 21), daylight, plant growth, command plants (DC 22), wall of thorns, find the path, wood wose*; 3/day— anti-life shell, fire seed (DC 24), live oak, transport via plants, greater dispel magic, transmute metal to wood; 1/day— repel metal or stone, antipathy (DC 27), shambler, thunderswarm*; 1/year miracle. Caster level 30th. The save DCs are Wisdom based. Spells marked with a * are from Masters of the Wild. Trample (Ex): Reflex half DC 54. The save DC is strength based. Tree Dependent (Su): Each nadinhalla is mystically bound to a single, enormous sequoia, sherman, redwood or other tree over 200ft tall, and must never stray more than 1 mile from it. Any who do become ill and die within 1d4 days. A nadinhalla’s oak does not radiate magic. Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the nadinhalla has a +6 racial bonus on the check.[/font]