Frost Giant

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Frost Giant (CR 16)

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.


GENERAL

CR 16 Hit Dice 24

XP 76,800

<alignment> <size> <racial keyword>

Init +7; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +24


DEFENSE

AC 39, touch 23, flat-footed 33 (+10 armor, +6 dex, +6 natural, +7 deflection)

hp 374

Fort +19, Ref +15, Will +15 <swap as needed; only one strong save>

Aura: -

SR: - <26, if any>

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +26 (3d8+10/19-20x2)

or: Single Melee Bite +26 (3d8+17/x2)

Full Melee 3x <melee weapon> +26 (3d8+10/19-20x2)

or: Full Melee Bite +26 (3d8+17/x2), 2x Claws +26 (3d6+5/x2)

Ranged <optional ranged attack> +26 (3d8+10/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +16; CMB +26; CMD 34

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values equal to Perception skill (above) plus or minus 5>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 24>

<special attack damage (standard action): 8d6+1>

<special attack damage (aoe's, swift actions or inflicting status effects): 4d6+1>

<Concentration (Primary Caster): d20 + 24 with a DC of 31 (7 needed on the die)>

<Concentration (Casual Caster): d20 + 19 with a DC of 31 (12 needed on the die)>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 23,750 gp


COMBAT TACTICS

<describe typical actions taken during combat here>