Frost Giant Reaver: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.0 -->
[[Category:CR 17]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 17
  <!-- Value: integer between 1 and 35. -->
  }}</onlyinclude>


[[Image:Frost_Giant_Reaver_1.png|384px|right|xx]]
| MonsterName = Frost Giant Reaver
== Frost Giant Reaver (CR 17) ==
In the world, there are places where summer never comes.  There are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.


Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and Tengu. Humans, of course, live everywhere, and thrive.
| Image = Frost_Giant_Reaver_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


But in the deepest and most bitter of the Cold Lands, there are no civilized races.  Not because they cannot bear the numbing cold.  But because there is something much older, much colder, much, much worse that already lives there.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginableThey call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.
| Description = In the world, there are places where summer never comesThere are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.


Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find.  Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of iceIn places where there is plentiful ice, Frost Giants are discouragingly common.  In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.
:Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and TenguHumans, of course, live everywhere, and thrive.


Frost Giants have many styles of 'civilization' in their lands.  There are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins.  Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.
:But in the deepest and most bitter of the Cold Lands, there are no civilized races.  Not because they cannot bear the numbing cold.  But because there is something much older, much colder, much, much worse that already lives there.  


One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territoryFrost Giants do not understand such concepts as friendship, love, mercy, or compassion. Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselves.  Frost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.
:The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginableThey call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.


Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or wealThere is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.
:Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find.  Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of iceIn places where there is plentiful ice, Frost Giants are discouragingly common.  In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.


Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murderOthers are cowards and connivers, seeking allies and pets to do the hard work of making them enrichedSome Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.
:Frost Giants have many styles of 'civilization' in their landsThere are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins.  Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.


Frost Giants delight in owning slaves, and use them in every low, demeaning way possibleThey especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.
:One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territory.  Frost Giants do not understand such concepts as friendship, love, mercy, or compassion.  Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselvesFrost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.


In addition to slaves, Frost Giants count many creatures as allies and pets. Trolls and ogres, of course, delight in Giantish companyRemorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies.  Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor.  Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.
:Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or wealThere is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.


Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnessesUnfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.  
:Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murderOthers are cowards and connivers, seeking allies and pets to do the hard work of making them enriched. Some Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.


A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space.  Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content.
:Frost Giants delight in owning slaves, and use them in every low, demeaning way possible.  They especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.


The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhereIn a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.
:In addition to slaves, Frost Giants count many creatures as allies and pets.  Trolls and ogres, of course, delight in Giantish company.  Remorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies.  Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor.  Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.


Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle.  Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.
:Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnesses.  Unfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.  


Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.
:A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space. Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content.


:The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhere.  In a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.


=== GENERAL ===
:Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle.  Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.
'''CR''' 17  '''Hit Dice''' 26


'''XP''' 102,400
:Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.


CE, Huge, Giant (cold)
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Init''' +10; '''Senses''' [[Low-Light Vision]], Perception +29
| Size = Huge
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


=== DEFENSE ===
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
'''AC''' 40, '''touch''' 29, '''flat-footed''' 35 (+10 armor, +5 dex, +7 natural, +8 deflection)
| Subtype | Giant
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''hp''' 426
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Fort''' +20, '''Ref''' +18, '''Will''' +16
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Aura:''' -
| NudgeInit = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''SR:''' -  
| Senses = [[Low-Light Vision]] 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Special Defenses:''' Catch Boulders
| NudgePerception = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Immunities:''' Immune to Cold
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Weaknesses:''' -
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| Nudge-Maneuver-Defense = +2
'''Speed''' 80 ft.  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  15 ft. / 15 ft.
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Single Melee''' Icebreaker Hammer +28 (3d8+11/19-20x2) + [[Torpid]] until the end of the targets next turn
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Full Melee''' 3x Icebreaker Hammers +28 (3d8+11/19-20x2)+ [[Torpid]] until the end of the targets next turn


'''Ranged''' None, but see Cold Stare
<!--  SAVING THROWS  -->


'''Special Attacks''' None, but see Bitter Challenge and Cold Fury, below
| Fort = S
| Refl =
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Action Points''' 0
| NudgeFort =
| NudgeRefl = +2
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


| SpecialDefenses = See Catch Boulders
  <!-- Put any DR or ER values here -->


=== STATISTICS ===
| StrongAgainst = Immunity to Cold damage
'''Str''' 36, '''Dex''' 18, '''Con''' 32, '''Int''' 8, '''Wis''' 14, '''Cha''' 16
  <!-- Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added -->


'''Base Atk''' +17; '''CMB''' +28; '''Maneuver Defense:''' 35
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any)) -->


'''Feats'''
| Hide-Type-Strong-Against-1 =
:* Mobility (EFFECT: +4 AC versus attacks of opportunity triggered by own movement (AC:44, Touch 33))
| Hide-Type-Strong-Against-2 =
:* Cleave (EFFECT: Once per round, if attack hits, attack a foe adjacent to current target as a free action, at the same attack bonus.)
| Hide-Type-Strong-Against-3 =
:* Cornugon Smash (EFFECT: Once per round, roll a free [[Intimidate]] Check to [[Intimidate#Demoralize_Opponent|Demoralize]] while Cold Fury is running)
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any)) -->


'''Skills''' Bluff +25, Sense Motive +27, Survival +25, Intimidate +30
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


'''Languages''' Giant, Common
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added -->


=== SPECIAL ABILITIES ===
| Hide-Type-Weak-Against-1 =  
; Bitter Challenge (Ex)
| Hide-Subtype-Weak-Against-1 =  
Once per round, a Frost Giant Reaver may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge.  Deaf foes are immune to Bitter Challenge.  The Giant does not have to share a language with the victim.  This challenge lasts until the beginning of the Giant's next turn.  While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant.  Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls.  In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 80 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


; Catch Boulders (Ex)
| NudgeSpace =
Twice per round as a free action, a Frost Giant Reaver may make a Reflex Saving throw against a DC of 24 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo.  Note that catching a projectile this way is a violent action that will set off alchemical bombs and items. If the Giant successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


; Cold Stare (Su)
Once per encounter, as an immediate action, a Frost Giant Reaver may direct a cold, murderer's stare at any creature who damaged it with any attack from beyond its reach.  Cold Stare inflicts 4d6+2 points of Cold damage and inflicts the [[Paralyzed]] condition until the end of the Frost Giant's next turn. Making a Fort save against a DC of 25 reduces the Cold damage by half and lowers the Paralyzed condition to an [[Entangled]] condition instead, which still expires at the end of the Reaver's next action.




; Cold Fury (Ex)
<!--  GENERAL ATTACK INFORMATION -->
Once per encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Frost Giant Reaver can allow its cold-hearted anger to suffuse its body with strength. When triggered, the Reaver is healed for 63 points of damage, and for the rest of the battle receives a +2 Rage bonus to all attacks and damage rolls.


| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


=== TREASURE ===
| MultipliedDamageType =  
sell value of approximately 26,667 gp
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->




=== COMBAT TACTICS ===
 
Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them.  Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Icebreaker Hammer
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus [[Torpid]] until the end of the targets next turn
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =  
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =  
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = None
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = but see Cold Stare
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 36
| Dex = 18
| Con = 32
| Int = 8
| Wis = 14
| Cha = 16
 
 
<!--  FEATS  -->
 
| Feat1 = Mobility
| Feat2 = Cleave
| Feat3 = Cornugon Smash
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Bluff
| Skill2 = Sense Motive
| Skill3 = Survival
| Skill4 = Intimidate
 
| NudgeSkill1 =
| NudgeSkill2 = +2
| NudgeSkill3 =
| NudgeSkill4 = +7
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Giant, Common
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Bitter Challenge
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Once per round, a Frost Giant Reaver may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge.  Deaf foes are immune to Bitter Challenge.  The Giant does not have to share a language with the victim.  This challenge lasts until the beginning of the Giant's next turn.  While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant.  Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls.  In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Catch Boulders
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Twice per round as a free action, a Frost Giant Reaver may make a Reflex Saving throw against a DC of 24 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach.  This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo.  Note that catching a projectile this way is a violent action that will set off alchemical bombs and items.  If the Giant successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it. Using this ability on a weapon with Returning or Greater Returning means the attack is interrupted and lost but the weapon still returns to the wielder.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Cold Stare
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per encounter, as an immediate action, a Frost Giant Reaver may direct a cold, murderer's stare at any creature who damaged it with any attack from beyond its reach.  Cold Stare inflicts {{#var:Special3StandardDmg}} points of Cold damage and inflicts the [[Paralyzed]] condition until the end of the Frost Giant's next turn. Making a Fort save against a DC of {{#var:Special3SaveDC}} reduces the Cold damage by half and lowers the Paralyzed condition to an [[Entangled]] condition instead, which still expires at the end of the Reaver's next action.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Cold Fury
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = Once per encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Frost Giant Reaver can allow its cold-hearted anger to suffuse its body with strength.  When triggered, the Reaver is healed for a number of points of damage equal to its Hit Dice times three, and for the rest of the battle receives a +2 Rage bonus to all attacks and damage rolls.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =  
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them.  Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.


Melee attackers will not find Reavers an easy foe, however.  Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE.  They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit, damage, and best of all, the free Intimidate rolls to Demoralize every round due to their Cornugon Smash.  That [[Shaken]] condition is just one more edge they will use to destroy their foes in battle. Reavers like to stack hampering status conditions on a foe and then hammer that foe to death.  They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.
Melee attackers will not find Reavers an easy foe, however.  Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE.  They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit, damage, and best of all, the free Intimidate rolls to Demoralize every round due to their Cornugon Smash.  That [[Shaken]] condition is just one more edge they will use to destroy their foes in battle. Reavers like to stack hampering status conditions on a foe and then hammer that foe to death.  They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.
Line 128: Line 994:


Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away.  Their high ground speed makes this more viable than many would suspect, too.  If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.
Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away.  Their high ground speed makes this more viable than many would suspect, too.  If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.
<!--  OUT OF COMBAT  -->
| OutOfCombat = Reavers are cold, greedy, calculating creatures, whose quick hands and ruthless thirst for murder, rapine, and mayhem means they are best kept out in the field, away from other Frost Giants.  As a result, they are valued in Frost Giant society...from afar.  Reavers get out a lot, and they are frequently encountered by a group of victims stumbling into an ambush. 
:When Reavers are integrated into a larger Giantish society, they are not held in reserve as guards, but instead sent out on endless, relentless raids and attacks, attacking at night and under the cover of storms.  This suits Reavers just fine, and if they are ever found in a 'civilized' setting, they will be even more eager than most Frost Giants to start a fight or stage a home invasion on a sleeping party.
<!--  TREASURE AND XP  -->
| TreasureNotes =
| XPNotes =
}}

Revision as of 03:40, 10 August 2017

Frost Giant Reaver (CR 17)

Chaotic Evil - Huge - Humanoid (Giant)
Lore: Know (Local)
34 49
Basic DC Full DC
Initiative
Initiative Icon 2.png
31
Perception:
40 +30
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
40
Man Def
Shield Icon 3.png
42
Monster Health
611 305 32
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +19
Refl: +16
Will: +14

Strong Against:

  • See Catch Boulders
  • Immunity to Cold damage
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+25
Sword Icon 3.png
Man Off
+30
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Icebreaker Hammer +25 (4d8+17/19-20 x2)
    as undefined damage type
    plus Torpid until the end of the targets next turn

Full Attack (Melee):

  • 3x Icebreaker Hammer +25 (4d8+17/19-20 x2)
    as undefined damage type
    plus Torpid until the end of the targets next turn

Standard Attack (Ranged):

  • 1x None +25 (4d8+17/19-20 x2)
    as undefined damage type

    but see Cold Stare

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

36
STR
18
DEX
32
CON
8
INT
14
WIS
16
CHA

Skills:

Languages: Giant, Common

Feats:

Special Abilities

Bitter Challenge (Ex)

Once per round, a Frost Giant Reaver may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge. Deaf foes are immune to Bitter Challenge. The Giant does not have to share a language with the victim. This challenge lasts until the beginning of the Giant's next turn. While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant. Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls. In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.

Catch Boulders (Ex)

Twice per round as a free action, a Frost Giant Reaver may make a Reflex Saving throw against a DC of 24 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and items. If the Giant successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it. Using this ability on a weapon with Returning or Greater Returning means the attack is interrupted and lost but the weapon still returns to the wielder.

Cold Stare (Su)

Once per encounter, as an immediate action, a Frost Giant Reaver may direct a cold, murderer's stare at any creature who damaged it with any attack from beyond its reach. Cold Stare inflicts points of Cold damage and inflicts the Paralyzed condition until the end of the Frost Giant's next turn. Making a Fort save against a DC of reduces the Cold damage by half and lowers the Paralyzed condition to an Entangled condition instead, which still expires at the end of the Reaver's next action.

Cold Fury (Ex)

Once per encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Frost Giant Reaver can allow its cold-hearted anger to suffuse its body with strength. When triggered, the Reaver is healed for a number of points of damage equal to its Hit Dice times three, and for the rest of the battle receives a +2 Rage bonus to all attacks and damage rolls.

Frost Giant Reaver

Frost Giant Reaver

In the world, there are places where summer never comes. There are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.

Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and Tengu. Humans, of course, live everywhere, and thrive.
But in the deepest and most bitter of the Cold Lands, there are no civilized races. Not because they cannot bear the numbing cold. But because there is something much older, much colder, much, much worse that already lives there.
The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginable. They call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.
Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find. Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of ice. In places where there is plentiful ice, Frost Giants are discouragingly common. In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.
Frost Giants have many styles of 'civilization' in their lands. There are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins. Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.
One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territory. Frost Giants do not understand such concepts as friendship, love, mercy, or compassion. Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselves. Frost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.
Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or weal. There is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.
Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murder. Others are cowards and connivers, seeking allies and pets to do the hard work of making them enriched. Some Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.
Frost Giants delight in owning slaves, and use them in every low, demeaning way possible. They especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.
In addition to slaves, Frost Giants count many creatures as allies and pets. Trolls and ogres, of course, delight in Giantish company. Remorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies. Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor. Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.
Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnesses. Unfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.
A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space. Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content.
The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhere. In a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.
Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle. Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.
Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.

Combat Tactics

Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them. Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.

Melee attackers will not find Reavers an easy foe, however. Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE. They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit, damage, and best of all, the free Intimidate rolls to Demoralize every round due to their Cornugon Smash. That Shaken condition is just one more edge they will use to destroy their foes in battle. Reavers like to stack hampering status conditions on a foe and then hammer that foe to death. They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.

In battle, Reavers are far too chaotic to work out in advance things like flanks and tactics. They charge in and let their natural abilities carry them through the battle. They try to attack bunched-up foes so they get free Cleaves as often as possible, and will use five foot steps in melee to force non-reach foes to move, thus risking Attacks of Opportunity. In general, if there is a way for a Reaver to weasel its way into an additional attack, it will take it. That said, if they happen to see an opportunity for an easy flank, or an opening where a Bull Rush, Trip, or a Reposition will work in their favor, they are plenty cagey enough to try it.

Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away. Their high ground speed makes this more viable than many would suspect, too. If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.

Out of Combat

Reavers are cold, greedy, calculating creatures, whose quick hands and ruthless thirst for murder, rapine, and mayhem means they are best kept out in the field, away from other Frost Giants. As a result, they are valued in Frost Giant society...from afar. Reavers get out a lot, and they are frequently encountered by a group of victims stumbling into an ambush.

When Reavers are integrated into a larger Giantish society, they are not held in reserve as guards, but instead sent out on endless, relentless raids and attacks, attacking at night and under the cover of storms. This suits Reavers just fine, and if they are ever found in a 'civilized' setting, they will be even more eager than most Frost Giants to start a fight or stage a home invasion on a sleeping party.

Rewards

XP: 102,400

Treasure: Sellable Goods worth 51,444 gp.

Weight: 170 lbs.     Volume: 6.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)