Draconic Fire Giant* (CR 11)
AC: 24 (-1 size, -1 Dex, +9 natural, +7 half-plate armor), touch 8, flat-footed 24
Hit Dice: 15d8+90 (157 hp)
Fort +15, Ref +4, Will +9
Speed: 40 ft.(30 ft. in half-plate armor)
Space: 10 ft./10 ft.
Base Attack +11; Grapple +26
Attack: Greatsword +21 melee or slam +21 melee or rock +10 ranged or claw +21 melee
Full Attack: Greatsword +21/+16/+11 melee or 2 slams +21 melee or rock +10 ranged or 2 claws +21 melee
Damage: Greatsword 3d6+16, slam 1d4+11, rock 2d6+11 plus 2d6 fire, claw 1d4+11
Special Attacks/Actions: Rock throwing
Abilities: Str 33, Dex 9, Con 23, Int 10, Wis 14, Cha 13
Special Qualities: immunity to fire, rock catching, save bonuses, vulnerability to cold
Feats: Cleave; Great Cleave; Improved Overrun; Improved Sunder; Iron Will; Power Attack
Skills: Climb +10, Craft (weaponsmithing) +6, Intimidate +7, Jump +10, and Spot +14
Advancement: By character class
Climate/Terrain: Warm 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-6th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)
Rock Throwing (Ex): The range increment is 120 feet for this draconic fire giant's thrown rocks. The creature can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments.
Rock Catching (Ex): This giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the creature would normally be hit by a rock, it can make a Retlex save to catch the projectile as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile has a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack.
Save Bonuses (Ex): This draconic fire giant has a +4 bonus on saves against magic sleep and paralysis effects.
Draconic fire giants fight much like their giant brethren, relying either on a greatsword or on thrown boulders heated by volcanic fire.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.