Name | 8th-Level Blackguard Frost Giant Jarl |
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Sorted Name | Frost Giant Jarl, 8th-Level Blackguard |
Family | Giant |
Size and Type | Large Giant (Cold) |
Hit Dice Count | 148 |
Hit Dice | 14d8+84 plus 8d10+48 (231 hp) |
Random Hit Points | 14d8+84 + 8d10+48 - 888 |
Initiative | +5 |
Speed | 30 ft. in +2 full plate armor (6 squares); base speed 40 ft. |
Armor Class | 29 (-1 size, +1 Dex, +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/x3 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/x3 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, fire resistance 10, rock catching, vulnerability to fire |
Saves | Fort +25, Ref +13, Will +13 |
Abilities | Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18 |
Skills | Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5 |
Feats | Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw |
Environment | Cold mountains |
Challenge Rating | 17 |
Organization | Solitary or with tribe |
Treasure | Standard |
Alignment | Always chaotic evil |
Advancement | By character class |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | 8th-level blackguard frost giant jarl; CR 17; Large giant (cold); HD 14d8+84 plus 8d10+48; hp 231; Init +5; Spd 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.; AC 29 (-1 size, +1 dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28; Base Atk +18; Grp +33; Atk +30 melee (3d6+18/x3 plus 1d6 cold, +2 frost greataxe) or +28 melee (1d4+11, slam) or +18 ranged (2d6+11, rock); Full Atk +30 /+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold, +2 frost greataxe) or +28 melee (1d4+11, 2 slams) or +18 ranged (2d6+11, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing, smite good, sneak attack +2d6; SQ Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, fire resistance 10, rock catching, vulnerability to fire; AL CE; SV Fort +25, Ref +13, Will +13; Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18 Skills and Feats: Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5; Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw |
Frost Giant
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. CombatFrost 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. Frost Giant JarlA 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. Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric. Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws. Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell. 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 8 points 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; 2nd-bull's strength. Possessions: +2 frost greataxe, +2 full plate armor, cloak of Charisma +2 ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.) Frost Giant CharactersMany 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). |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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Attacks: +2 frost greataxe +30 melee (3d6+18/x3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11), or +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
feats: CLEAVE, GREAT CLEAVE, IMPROVED INITIATIVE, IMPROVED SUNDER, IRON WILL, LIGHTNING REFLEXES, POWER ATTACK, QUICK DRAW, ,