Giant, Ice

An ice giant is a frost giant with different special abilities, uses an earth breaker vs. a greataxe, has a breastplate and better natural armor plus a different, feat selection.

Ice Giant CR 11

XP 6,400
CE Large humanoid (cold, giant)
Init –1; Senses low-light vision; Perception +10 ; Aura chilling aura (2d6 cold, slow, 10 ft.)

DEFENSE

AC 25, touch 8, flat-footed 25 (+6 armor, –1 Dex, +11 natural, –1 size)
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities chilling aura; Immune cold
Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.
Melee earth breaker +18/+13 (3d6+13/19-20/x3 plus freezing attack) or 2 slams +18 (1d8+9 plus freezing attack)
Ranged ice javelin +9 (1d8+13+1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (40-ft. cone, 10d6 cold damage, Ref DC 22 for half, 1 round recharge), freezing attack (1d4 Dex, 5 ft. movement)

STATISTICS

Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (earth breaker), Martial Weapon Proficiency (earth breaker), Power Attack, Vital Strike
Skills Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth -1 (+3 in snow); Racial Modifiers +4 Stealth in snow
Languages Common, Giant
Gear breastplate armor, Large earth breaker, (6) ice javelins

SPECIAL ABILITIES

Chilling Aura (Su)

An ice giant is so cold that it emanates frigid air all around it, dealing 2d6 cold damage to creatures within 10 ft. of itself. A creature that takes damage from this aura moves more slowly while within the aura, acting as if under the effects of the slow spell.

Breath Weapon (Su)

An ice giant can breathe a 40-foot cone of frost up to three times per day, but must wait at least 1 round between each use. Each use deals 10d6 points of cold damage with a successful DC 22 Reflex saving throw reducing this damage by one half. The area of effect remains covered in slippery ice for one minute (creatures walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by +5.)

Freezing Attack (Su)

When an ice giant deals melee damage to a creature (with a weapon or unarmed attack) it also deals 1d4 points of Dexterity damage and reduces the creatures speed by 5 ft. as the victims body becomes covered in a chilling layer of supernatural frost. This reduction in speed is cumulative with successive attacks. A creature may spend a full-round action to restore 5 ft. of lost movement by scraping the accumulated ice off of itself.

ECOLOGY

Environment any cold
Organization solitary, gang (3–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 35% noncombatants, 1 adept or sorcerer of 3rd–5th level, 1–4 winter wolves, and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 barbarian or ranger jarl of 7th–9th level; and 15–36 winter wolves, 13–22 ogres, and 1–2 young white dragons)
Treasure standard (breastplate, earth breaker, other treasure)

Ice giant’s hair color (those that are not bald as most are) varies in shades of blue, and their eyes usually match. When not prepared for war they typically dress in furs, skins, and animal pelts along with any jewelry they own. Ice giant warriors don crude breastplates and metal helmets decorated with horns or feathers. An adult male stands about 15 feet tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Ice giants live between 200 and 300 years on average.

Ice giants carry javelin-sized icicles they hurl at foes they are unable to reach in melee combat. Treat these as Large size javelins that also deal 1d6 cold damage. Ice giants usually start combat at a distance, throwing their gigantic icicle javelins as they close with the opponent, then drawing their enormous earth breaker hammers.

Ice giants survive on hunting and raiding alone, as they live in desolate, frigid environments. Their groups are split almost evenly between those that live in makeshift settlements or abandoned castles and those that roam the frozen north as nomads in search of spoils and provisions. Leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for leadership of the tribe. These challenges typically result in the death of one of the combatants. A single jarl can often count a dozen or more smaller ice giant tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords.

Ice giants are often accompanied by monstrous pets such as white dragons, winter wolves, remorhazes or yetis.

Section 15: Copyright Notice

d20pfsrd.com Copyright 2018 Author John Reyst

scroll to top