Giant, Frost, Mauler (CR 11)
AC: 23 (-1 size, +1 Dex, +9 natural, +4 chain shirt), touch 10, flat-footed 22
Hit Dice: 14d8+98 plus 2d12+14 (193 hp, 225 hp when raging)
Fort +19, Ref +5, Will +7
Speed: 50 ft.
Space: 10 ft./10 ft.
Base Attack +12; Grapple +31
Attack: Slam +22 melee or rock +12 ranged
Full Attack: 2 slams +22 melee or rock +12 ranged
Damage: Slams 1d4+11, rock 2d6+11
Special Attacks/Actions: Rage, rock throwing
Abilities: Str 32, Dex 13, Con 24, Int 10, Wis 16, Cha 8
Special Qualities: Fast movement, immunity to cold, rock catching, uncanny dodge, vulnerability to fire
Feats: Awesome Blow; Improved Bull Rush; Improved Grapple; Improved Initiative; Improved Unarmed Strike; Power Attack
Skills: Climb +15, Craft (armorsmithing) +6, Intimidate +13, Jump +19, and Spot +13
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary, pair, gang (3-5), or raiding party (1-2 plus 6-9 frost giants plus 2-4 winter wolves plus 2-5 ogres)
Rage (Ex): Once per day, this frost giant mauler can enter a state of fierce rage that lasts 12 rounds. The following changes are in effect as long as he rages: AC 21 (touch 8, flat-footed 20); hp increase by 32; Grp +33; Ark +24 melee (1d4+13, slam) or +12 ranged (2d6+13, rock); Full Ark +24 melee (1d4+13, 2 slams) or +12 ranged (2d6+13, rock); SV Fort +21, Ref +5, Will +9; Str 36, Con 28. At the end of his rage, the mauler is fatigued for the remainder of the encounter.
Rock Throwing (Ex): The range increment is 120 feet for a frost giant's thrown rocks.
Uncanny Dodge (Ex): A frost giant mauler retains his Dexterity bonus to Armor Class even if he is caught flat-footed or struck by an invisible attacker.
The frost giant mauler lives for the opportunity to get his hands on his foes. He is an expert grappler, and looks for any opportunity to leap on a solitary foe and wrestle him or her to the ground. Even the mightiest knight or wizard can be rendered helpless in the crushing grasp of a mauler, slowly broken by the giant's terrible strength.
A mauler fighting alone against multiple foes uses his Awesome Blow and Improved Bull Rush feats to get at least a couple of enemies out of the way before resorting to his deadly grapple.
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.