ZuulMoG said:
Mountain giant is CR26 giant in Monster Manual II. Ouch. A hill giant with Bar levels is a nice compromise.
Nice thing about intelligent monsters, esp humanoid shaped ones, is that advancing them is easy by adding a class.
Or use this one....its the Mountain Giant from the 1E Fiend Folio, adjusted slightly for 3E/3.5 (because giants got a power boost from previous editions; also made it Huge, even though in 1E and 2E it stood 14 feet tall, which is Large size in 3e/3.5):
Giant, Mountain
Huge Giant
Hit Dice: 16d8+80 (152 hp)
Initiative: –1
Speed: 30 ft. in armor (6 squares); base speed 40 ft.
Armor Class: 22 (-2 size, -1 Dex, +12 natural, +3 hide), touch 7, flat-footed 22
Base Attack/Grapple: +12/+30
Attack: Greatclub +21 melee (3d8+10) or rock +10 ranged (2d8+10)
Full Attack: Greatclub +21/+16/+11 melee (3d8+10) or rock +10 ranged (2d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing, summon giants
Special Qualities: Low-light vision, rock catching
Saves: Fort +15, Ref +4, Will +7
Abilities: Str 31, Dex 8, Con 21, Int 14, Wis 14, Cha 10
Skills: Balance -4*, Climb +17*, Craft (any one) +14, Diplomacy +8, Escape Artist -4*, Hide -12*, Intimidate +8, Jump +21*, Listen +12, Move Silently -4*, Spot +20, Swim +4*, Tumble -2*
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (greatclub)
Environment: Temperate mountains
Organization: Solitary, gang (2–4), or tribe (1–4 plus 75% noncombatants, 6–9 ogres, 4–9 trolls, and 1–4 hill giants)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: —
* Skills include adjustment for armor.
Combat
Rock Throwing (Ex): The range increment is 140 feet for a mountain giant’s thrown rocks.
Summon Giants (Sp): Once per day, a mountain giant can summon 2d6+3 ogres, 1d6+3 trolls, or 1d4 hill giants with a 35% chance of success.