Giant, Frost, Spiritspeaker (CR 10)

Large Giant (Cold)
Alignment: Often chaotic evil
Initiative: -1 (Dex); Senses: low-light vision, Listen +7, and Spot +13

AC: 24 (-1 size, -1 Dex, +9 natural, +5 breastplate, +2 heavy shield), touch 8, flat-footed 24
Hit Dice: 14d8+59 (122 hp)
Fort +13, Ref +3, Will +7
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +21
Attack: Battleaxe +16 melee or slam +16 melee or rock +8 ranged
Full Attack: Battleaxe +16/+11 melee or 2 slams +16 melee or rock +8 ranged
Damage: Battleaxe 2d6+7/x3, slam 1d4+7, rock 2d6+7
Special Attacks/Actions: Rock throwing, spell-like abilities
Abilities: Str 25, Dex 9, Con 18, Int 12, Wis 13, Cha 17
Special Qualities: Immunity to cold, rock catching, vulnerability to fire
Feats: Empower Spell-like Ability (ice storm); Iron Will; Quicken Spell-Like Ability (prayer); Spell Focus (Necromancy); Toughness
Skills: Climb +7, Concentration +16, Intimidate +9, Jump +7, Listen +7, Sense Motive +4, and Spot +13
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary, band (1-2 plus 6-9 frost giants plus 35% noncombatants), or raiding parry (1 plus 6-9 frost giants plus 2-4 winter wolves and 2-5 ogres)
Treasure/Possessions: Standard

Source: Frostburn

Rock Throwing (Ex): The range increment is 120 feet for a frost giant's thrown rocks.

Spell-Like Abilities: At will - detect magic, door (DC 15), rage; 3/day - blindness/deafness (DC 16), cure serious wounds, for (DC 17), empowered ice storm; 1/day - dispel magic, invisibility purge, prayer, wall of stone. Caster level 14th.

A spiritspeaker prefers to lead other frost giants into battle and support his allies with his spells, as opposed to engaging foes on his own. He uses spells such as rage, prayer, and invisibility purge to help his allies fight better, and looks for opportunities to target the tribe's enemies with empowered ice storms or fear spells.

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.