Frost Giant Creature 9
CELargeColdGiantHumanoidPathfinder Bestiary (Second Edition), page 171; family: Giant
Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control.
Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color.
A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds.
Perception +17; low-light vision
Languages Common, Jotun
Skills Athletics +23, Crafting +18, Intimidation +18, Stealth +17 (+21 in snow)
Str +6, Dex +0, Con +5, Int +0, Wis +2, Cha +0
Items breastplate, +1 striking greataxe, sack with 5 rocks
AC 29; Fort +23, Ref +16, Will +16
HP 150; Immunities cold; Weaknesses fire 10
Catch Rock ↩
Speed 30 feet; ice stride
Melee ◆ greataxe +21 (magical, reach 10 feet, sweep), Damage 2d12+12 slashing
Melee ◆ fist +21 (agile, reach 10 feet), Damage 2d8+12 bludgeoning
Ranged ◆ rock +21 (brutal, range increment 120 feet), Damage 2d10+9 bludgeoning
Chill Breath ◆ (cold, evocation, primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can’t use Chill Breath again for 1d4 rounds.
Ice Stride A frost giant isn’t impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
Throw Rock ◆
Wide Swing ◆ The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant’s multiple attack penalty.
