I'm making a BBEG Boss for an adventure, and the monster advancement rules allow you to add two non-associated class levels for +1 CR increase until the class levels equal the creature's racial HD. Interestingly, despite being only a CR 14 creature, a Frost Giant Cleric 10 actually qualifies for two epic feats. What would you suggest?
28 point buy Frost Giant Cleric: Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 10
Frost Giant Cleric of Thrym 10
Size/Type: Large Giant (Cold)
Hit Dice: 24d8+144 (252 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +0 Dex, +9 natural, +4 chain shirt), touch 9, flat-footed 22
Mag Vest AC: 26 (-1 size, +0 Dex, +9 natural, +8 +4 chain shirt), touch 9, flat-footed 26
BAB/Grapple: +17/+32
Attack: Greataxe +28 melee (3d6+16/×3) or slam +27 melee (1d4+11) or rock +16 ranged (2d6+11)
Full Attack: Greataxe +28/+23/+18/+13 melee (3d6+16/×3) or 2 slams +27 melee (1d4+11) or rock +16 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, Rebuke Undead 3/day
Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire
Saves: Fort +22, Ref +7, Will +17
Abilities: Str 32, Dex 10, Con 22, Int 10, Wis 23, Cha 10
Skills: Climb +15, Concentration +20, Craft (Weap. smith) +6, Intimidate +6, Jump +19, Kn (Planes +3), Spellcraft +3, Spot +16
Feats: Cleave, Improved Bull Rush, Improved Overrun, Shock Trooper, Power Attack, Practiced Spellcaster, Large and In Charge, Combat Reflexes, Spellcasting Harrier, Weapon Focus*
Environment: 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 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or
tribe (21-30 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)
Challenge Rating: 14 [GCR 13]
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
Combat
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.
A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Rock Throwing (Ex)
The range increment is 120 feet for a frost giant’s thrown rocks.
Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains:
Chaos, Earth, Evil, Strength, or War. (Thrym's domains are slightly different than the domains given to frost giants in core).
Spells: CL 14, DC 16 + spell level (6/6+1/6+1/4+1/4+1/3+1)
Domains: Strength and War
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Read Magic
1 - Bless, Divine Favor, Entropic Shield, Shield of Faith, Lesser Vigor, 6 + Magic Weapon
2 - Owl's Wisdom, Resist Energy, Lesser Restoration, Silence, Animalistic Power, 6 + Bull's Strength
3 - Blindness/Deafness, Mass Resist Energy, Protection from Energy, 4 + Magic Vestment
4 - Divine Power, Greater Magic Weapon, Freedom of Movement, 4 + Spell Immunity
5 - Spell Resistance, Soul Scour, 3 + Righteous Might
Buffed with Divine Power:
Frost Giant Cleric of Thrym 10
Size/Type: Large Giant (Cold)
Hit Dice: 24d8+144 (252 hp) [+14 temp hp]
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 22 (-1 size, +0 Dex, +9 natural, +4 chain shirt), touch 9, flat-footed 22
Mag Vest AC: 26 (-1 size, +0 Dex, +9 natural, +8 +4 chain shirt), touch 9, flat-footed 26
BAB/Grapple: +20/+35
Attack: Greataxe +34 melee (3d6+21/×3) or slam +33 melee (1d4+14) or rock +19 ranged (2d6+14)
Full Attack: Greataxe +34/+29/+24/+19 melee (3d6+21/×3) or 2 slams +33 melee (1d4+14) or rock +19 ranged (2d6+14)
Power Attack (5): Greataxe +29/+24/+19/+14 melee (3d6+31/×3) or 2 slams +28 melee (1d4+19)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, Rebuke Undead 3/day
Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire
Saves: Fort +22, Ref +7, Will +17
Abilities: Str 38, Dex 10, Con 22, Int 10, Wis 23, Cha 10
Skills: Climb +18, Concentration +20, Craft (Weap. smith) +6, Intimidate +6, Jump +22, Kn (Planes) +3, Spellcraft +3, Spot +16
Feats: Cleave, Improved Bull Rush, Improved Overrun, Shock Trooper, Power Attack, Practiced Spellcaster, Large and In Charge, Combat Reflexes, Spellcasting Harrier, Weapon Focus*
Environment: 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 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or
tribe (21-30 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)
Challenge Rating: 14 [GCR 13]
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
Combat
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.
A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Rock Throwing (Ex)
The range increment is 120 feet for a frost giant’s thrown rocks.
Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains:
Chaos, Earth, Evil, Strength, or War. (Thrym's domains are slightly different than the domains given to frost giants in core).
Spells: CL 14, DC 16 + spell level (6/6+1/6+1/4+1/4+1/3+1)
Domains: Strength and War
0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Light, Read Magic
1 - Bless, Divine Favor, Entropic Shield, Shield of Faith, Lesser Vigor, 6 + Magic Weapon
2 - Owl's Wisdom, Resist Energy, Lesser Restoration, Silence, 5, 6 + Bull's Strength
3 - Blindness/Deafness, Mass Resist Energy, Protection from Energy, 4 + Magic Vestment
4 - Divine Power, Greater Magic Weapon, Freedom of Movement, 4 + Spell Immunity
5 - Spell Resistance, Soul Scour, 3 + Righteous Might
Damage Reduction twice is perhaps a tempting option, which would give him DR 6/-, though I'm sure there are better options that are non-epic.
Brutal Throw, and possibly Power Throw wouldn't be a bad choice, giving him nice damage with his rocks, though that's not where his forte will be, obviously.