Shade
Monster Junkie
Here are the stats post-3.5 conversion guide...
Huge Giant
Hit Dice: 15d8+90 (157 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (-2 size, +1 Dex, +9 natural, +3 hide armor), touch 9, flat-footed 20
Base Attack/Grapple: +11/+31
Attack: Gargantuan heavy flail +21 melee (4d6+18/19–20) or slam +21 melee (1d8+12)
Full Attack: Gargantuan heavy flail +21/+16/+11 melee (4d6+18/19–20) or 2 slams +21 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 2d10+18
Special Qualities: Damage reduction 5/-, fast healing 5, low-light vision, scent
Saves: Fort +15, Ref +6, Will +6
Abilities: Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9
Skills: Listen +3, Move Silently +29, Spot +21
Feats: Alertness, Cleave, Great Cleave, Power Attack, Track
Environment: Any mountains and underground
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 29) for half damage. The save DC is Strength-based.
Skills: A fomorian has a +10 racial bonus on Move Silently checks.
Huge Giant
Hit Dice: 15d8+90 (157 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 21 (-2 size, +1 Dex, +9 natural, +3 hide armor), touch 9, flat-footed 20
Base Attack/Grapple: +11/+31
Attack: Gargantuan heavy flail +21 melee (4d6+18/19–20) or slam +21 melee (1d8+12)
Full Attack: Gargantuan heavy flail +21/+16/+11 melee (4d6+18/19–20) or 2 slams +21 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 2d10+18
Special Qualities: Damage reduction 5/-, fast healing 5, low-light vision, scent
Saves: Fort +15, Ref +6, Will +6
Abilities: Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9
Skills: Listen +3, Move Silently +29, Spot +21
Feats: Alertness, Cleave, Great Cleave, Power Attack, Track
Environment: Any mountains and underground
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a -4 penalty or a Reflex save (DC 29) for half damage. The save DC is Strength-based.
Skills: A fomorian has a +10 racial bonus on Move Silently checks.