Thrym
The Cold One

Lesser God, Giant pantheon [Intermediate]
God of Cold, Frost, Winter, Battle

Priests   (see also crusaders)

Symbol White double-bladed axe  
Alignment Chaotic Evil  
Priest Alignment CE  
Plane Gladshiem (Muspelheim and Jotunheim), Ice  
Worshippers Virtually all frost giants, ice cultists, some barbarians, ice creatures  
Race Frost giant, human  
Sex Male  
Attributes N/A (human: Strength 16, Constitution 15)  
Proficiency Groups Priest, General  
Bonus Proficiency N/A  
Preferred Weapons Battle axe, great axe  
Allowed Weapons Hand and throwing weapons 8
Armor Any, no shield -5
Primary Sphere Elemental (Air, Water) and chill metal 8
Major Spheres All, Animal, Charm, Guardian, Healing, Weather 50
Minor Spheres Combat, Divination, Protection 15
Additional Spells Conjure Ice Para-Elemental (New, 6th level), Create Food and Water (3rd level), Heroes' Feast (6th level) 1
Abilities
  Control Undead at 1/2 level, rounded down 10
  Frost giant followers (or normal priestly followers if human) 5
  +2 on loyalty and reaction checks with frost giants (not applicable if human) 5
  Access to non-unique Wizard cold and ice spells (including fog spells) 25
3rd level Melt Ice/Freeze Water (1/day, volume as create water)
5 (1/day) + 2 (P1 x 2) - 1 (3rd level) - 4 (5 powers) = 5 (minimum)
5
5th level Chilling Touch (1/day, as shocking grasp but cold-based damage)
5 (1/day) + 4 (W1 x 2) - 2 (5th level) - 4 (5 powers) = 5 (minimum)
5
7th level Ice Shape (1/day, as stone shape)
5 (1/day) + 6 (P3 x 2) - 3 (7th level) - 4 (5 powers) = 5 (minimum)
5
10th level Wall of Ice (1/day)
5 (1/day) + 8 (W4) - 4 (10th level) - 4 (5 powers) = 5
5
14th level Conjure 16 HD Ice Para-Elemental (1/week)
3 (1/week) + 9 (P6 x 1.5) - 6 (14th level ) - 4 (5 powers) = 3 (minimum)
3
  Inspire Moral in battle (+4 morale, +2 on saves vs. mental attacks) 4
Limitations
  Distinctive casting: chill in the air -5
  Talisman: the axe amulet of each priest must be personally blessed by Thrym -8
  Cannot use wands, rods, or staves -5
  Fanatical: priests of Thrym seek to slay any competing ice or winter priests, and dislike other priests in general -3
  +10% experience cost -8
Raiment Horned helm, white fur (from an arctic animal preferred), snow white colors  
Animal White dragon  
Holy Days Midwinter's Day (sacrifices frozen alive)  
Notes
Thrym's priests are not shamans or witch doctors, they are simply priests
All Elemental Water spells actually produce ice or cold effects instead (i.e. create ice, transmute dust to ice), when applicable
Frozen heads are considered a great trophy
Background
Thrym is the leader-turned-god of the frost giants, and is the first of their kind. His priesthood is divided into distinct sects: one sect leads and advises, the other (the crusaders) are superbly trained in the art of war. This distinction is much more apparent amongst his human worshippers, as even a priestly frost giant is a feared enemy. Many frost giant tribes are ruled by crusaders of Thrym.

Like Surtur, Thrym is an ancient enemy of the Norse gods. Because of this, his worshippers on Oerth are often neglected. Each priest is invested with a talisman of power by Thrym, but he rarely directly aids them after that day. As with Surtur, any priest who loses his talisman of power must perform a dangerous quest to be granted a second one. These quests typically involved the destruction of Thrym's foes on Asgard, Midgaard and Jotunheim -- but unlike Surtur, he will transport them to this plane if they so wish, and are of sufficient level (no less than 9th).

Sources
Deities and Demigods, 1st printing, p.123
Manual of the Planes, pp. 94-96