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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.
Ymir, the great frost giant was the first living creature in the nine worlds. He was created from the melting ice of Niflheim when it came in contact with the hot air from Muspell; and from him descended the race of giants.
Ever after, the race of giants retained a bitterness and loathing of the gods; but it is the Frost Giants of Jotunheim - the world of ice, far to the north - who hold the most rancor towards the gods, and in turn are viewed as the greatest threat by the gods due to their ability to manipulate magic and the elements of nature. On the day of Ragnarok, the Frost Giants will lead the giants into battle to destroy the gods.
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.
Frost Giant Large Giant (Cold) Hit Dice 14d8+70 (133 hp) Initiative -1 Speed 40 ft. (8 squares) Armor Class 21 (-1 size, -1 Dexterity, +9 natural, +4 chain shirt) touch 8, flat-footed 21 Base Attack/Grapple +10/+23 Attack Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9) Full Attack Huge Greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9) Space/Reach 10 ft./10 ft. Special Attacks Rock throwing Special Qualities Immunity to cold, Low-Light Vision, rock catching, vulnerability to fire Saves Fort +14, Ref +3, Will +6 Abilities
Strength 29, Dexterity 9, Constitution 21, Intelligence 10, Wisdom 14, Charisma 11 Skills Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12 Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack 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 Dire Wolves and 2-3 Trolls), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 Dire Wolves, 12-22 Trolls, and 1-2 Nycars) Challenge Rating 9 Treasure Standard Alignment Often chaotic evil Advancement By character class Level Adjustment +4
Frost Giant Jarl
Frost Giant Jarl, 8th-Level Blackguard
Large Giant (Cold) Hit Dice 14d8+84 plus 8d10+48 (231 hp) Initiative +5 Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft. Armor Class 29 (-1 size, +1 Dexterity, +9 natural, +10 +2 full plate armor) touch 10, flat-footed 28 Base Attack/Grapple +18/+33 Attack +2 frost Greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11) Full Attack +2 frost Greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11) Space/Reach 10 ft./10 ft. Special Attacks Rock throwing, smite good, sneak attack +2d6 Special Qualities Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, Low-Light Vision, poison use, resistance to fire 10, rock catching, vulnerability to fire Saves Fort +25, Ref +13, Will +13 Abilities
Strength 32, Dexterity 12, Constitution 22, Intelligence 10, Wisdom 12, Charisma 18 Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride (Dexterity)+11, Spot +5 Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw Environment Cold mountains Organization Solitary or with tribe Challenge Rating 17 Treasure Standard Alignment Always chaotic evil Advancement By character class Level Adjustment -
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su) This jarl radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
Aura of Evil (Ex) This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Dark Blessing (Su) This jarl applies his Charisma modifier as a bonus on all saving throws.
Poison Use Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su) Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level):
1st-cause fear, doom, magic weapon;
Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both).
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