Frost Giant

MapTool Token

NameFrost Giant
Sorted NameFrost Giant
FamilyGiant
Size and TypeLarge Giant (Cold)
Hit Dice Count14
Hit Dice14d8+70 (133 hp)
Random Hit Points14d8+70 - 70
Initiative-1
Speed40 ft. (8 squares)
Armor Class21 (-1 size, -1 Dex, +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/Reach10 ft./10 ft.
Special AttacksRock throwing
Special Qualities

Immunity to cold, low-light vision, rock catching, vulnerability to fire

SavesFort +14, Ref +3, Will +6
AbilitiesStr 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills

Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12

Feats

Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

EnvironmentCold mountains
Challenge Rating9
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 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)

TreasureStandard
AlignmentOften chaotic evil
AdvancementBy character class
Level Adjustment+4
VersionSRD
SourcesSystem Reference Document
Stat_Block

Frost giant; CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares); AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10; Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged (2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2 slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14, Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12; Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack

Frost Giant

Frost Giant
Large Giant (Cold)
Hit Dice:
14d8+70 (133 hp)
Initiative:
-1
Speed:
40 ft. (8 squares)
Armor Class:
21 (-1 size, -1 Dex, +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:
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 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 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
Challenge Rating:
9
Treasure:
Standard
Alignment:
Often chaotic evil
Advancement:
By character class
Level Adjustment:
+4

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.

Combat

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.

Frost Giant Jarl

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.

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 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).

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.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9), or Huge greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9)

feats: CLEAVE, GREAT CLEAVE, IMPROVED OVERRUN, IMPROVED SUNDER, POWER ATTACK, ,