Durj, Brd 3 CR 8
Durj: Male ettin Brd3; CR 8; Large giant; HD 10d8+20 plus 3d6+6; hp 90; Init +5; Spd 40 ft.; AC 17 (touch 10, flat-footed 16); Atk +14/+9 melee (1d10+8, +1 greatclub); or +9/+4 ranged (1d8+5/x3, longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SQ Bardic knowledge +4, bardic music (countersong, fascinate, inspire competence, inspire courage) 3/day, darkvision 90 ft., superior two-weapon fighting; AL CE; SV Fort +10, Ref +7, Will +6; Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 15.
Skills and Feats: Concentration +6, Diplomacy +4, Hide -3, Intimidate +5, Knowledge (arcana) +2, Listen +10, Perform +11, Search +3, Spellcraft +3, Spot +10; Alertness, Improved Initiative, Power Attack, Skill Focus (Perform).
Bardic Knowledge: Durj may make a bardic knowledge check with a bonus of +4 to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: Durj can use his song or poetics to produce magical effects on those around him. Countersong (Su): Durj can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of him who is affected by a sonic or language-dependent magical attack may use Durj's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds. Fascinate (Su): Durj can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. Durj's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 3 rounds. Inspire Competence (Su): Each ally within 30 ft. who can see and hear Durj gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music. Inspire Courage* (Su): Allies who can hear Durj receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls The effect lasts for 5 rounds after the ally can no longer hear Durj.
Superior Two-Weapon Fighting (Ex): This ability enables Durj to fight with a weapon in each hand with no attack penalty and at his full damage bonus, as if fighting with a single weapon.
Bard Spells Known (3/2; base DC = 12 + spell level): 0 -- dancing lights, daze, detect magic, fine tuning, ghost sound, read magic; 1st -- charm person, focusing chant, hypnotism.
*When playing his lur, Durj raises morale bonuses on attack and damage from +1 to +2 for all giant listeners allied with him.
Languages: Pidgin Ettin, Green Hag, and Common
Possessions: +1 greatclub, longspear, lur.
Motivation: At this point in his life, Durj is looking to learn everything he can about enchantments and music. Durj has a passionate hatred for all sylvan creatures and attacks them in full force without question. He does not, however, compromise his duties as a protector of the hag covey to pursue his personal agenda.