Ice Giant (Birthright)
Huge Giant (Cold)
Hit Dice: 15d8+105 (172 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 19 (-2 Size, +11 Natural), touch 8, flat-footed 19
Base Attack/Grapple: +11/+32
Attack: Slam +22 melee (1d10+12 plus 1d8 plus 1 Str) or Rock +22 ranged (2d8+12)
Full Attack: 2 Slams +22 melee (1d10+12 plus 1d8 plus 1 Str) or Rock +22 ranged (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock Throwing, Ice Throwing, Spell-Like Abilities, Cold
Special Qualities: Low Light Vision, Glacial Dependency
Saves: Fort +16, Ref +5, Will +9
Abilities: Str 36, Dex 10, Con 24, Int 14, Wis 18, Cha 15
Skills: Climb +28, Concentration +22, Intimidate +18, Listen +19, Spot +19
Feats: Brutal Throw, Far Shot, Penetrating Shot, Point Blank Shot, Power Attack, Power Throw
Environment: Any Cold
Organization: Solitary or Group (3-6)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By Character Class
Level Adjustment: +8

Cerilian Ice Giants resemble larger than usual Frost Giants rimed over with frost and ice. They are found only in Cerilia's colder northern wastes, retreating to the glaciers during the summer as they waste away in warmer weather. They plot to cover the world in ice.

Rock Throwing (Ex): The range increment is 140 feet for an Ice Giantís thrown rocks.

Ice Throwing (Su): If the Ice Giant has no rocks available to throw it can manufacture it's own. As a Full Attack it can creat and throw a magical ball of ice that does damage equal to the rocks it normally throws plus 1d8 cold damage plus 1 point of temporary Strength damage. In addition it shatters on impact doing an additional 1d8 damage in adjacent squares.

Spell-Like Abilities (Sp): At will: Fog Cloud
1/day: Cone of Cold, Ice Storm, Planar Ally (Ice Paraelemental only), Wall of Ice

Cold (Su): The Ice Giants attacks do an additional 1d8 Cold damage, and opponents attacking it with a Natural Weapon, Unarmed Strike or Grapple take 1d8 Cold damage as well as 1 point of temporary Strength damage.

Glacial Dependency: Ice Giants do not take movement penalties on snow and ice, and are at no risk of falling. In temperatures above 30 degrees F they must make Fortitude Save with a -4 Racial Penalty as though they were in above 90 degrees (in addition damage done if they fail the Save is lethal, see DMG). If the temperature is above 50 degrees they must save every 10 minutes as though the temperature were over 110. In temperatures above 80 degrees they take damage as though it were above 140.

Combat: Ice Giants will cover one another with thrown rocks and balls of ice while they summon ice paraelementals. Once they've all summoned their allies they wade into the fray opening up with spells as they go along.