Giant, Frost (CR 9)

Large Giant (Cold)
Alignment: Often chaotic evil
Initiative: -1 (Dex); Senses: low-light vision and Spot +12


AC: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21
Hit Dice: 14d8+70 (133 hp)
Fort +14, Ref +3, Will +6
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +23
Attack: Greataxe +18 melee; or slam +18 melee, or rock +9 ranged
Full Attack: Greataxe +18+13 melee; or 2 slams +18 melee, or rock +9 ranged
Damage: Greataxe 2d6+13/x3; slam 1d4+9, rock 2d6+9
Special Attacks/Actions: Rock throwing
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Special Qualities: Immunity to cold, Rock catching, vulnerability to fire
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Power Attack
Skills: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, and Spot +12
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants, plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 35% noncombatants plus 1 adept, cleric or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
Treasure: Standard

Source: Monster Manual

Combat

Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.

Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes. Their thrown rocks have a range increment of 120 feet.

A favorite strategy is to lay an ambush by hiding buried the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.

Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.