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FROST GIANT

FROST GIANT FROST GIANT JARL, BLACKGUARD 8


Large Giant (Cold) Large Giant (Cold)
Hit Dice: 14d8+70 (133 hp) 14d8+84 plus 8d10+48 (231 hp)
Initiative: –1 +5
Speed: 40 ft. (8 squares) 30 ft. in +2 full plate armor (6 squares); base
speed 40 ft.
Armor Class: 21 (–1 size, –1 Dex, +9 natural, +4 chain 29 (–1 size, +1 Dex, +9 natural, +10 +2 full plate
shirt) touch 8, flat-footed 21 armor) touch 10, flat-footed 28
BAttack/Grapple: +10/+23 +18/+33
Attack: Greataxe +18 melee (3d6+13/x3) +2 frost greataxe +30 melee (3d6+18/×3 plus
or slam +18 melee (1d4+9) 1d6 cold)
or rock +9 ranged (2d6+9) or slam +28 melee (1d4+11)
or rock +18 ranged (2d6+11)
Full Attack: Huge greataxe +18/+13 melee (3d6+13/x3) +2 frost greataxe +30/+25/+20/+15 melee
or 2 slams +18 melee (1d4+9) (3d6+18/×3 plus 1d6 cold)
or rock +9 ranged (2d6+9) or 2 slams +28 melee (1d4+11)
or rock +18 ranged (2d6+11)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Rock throwing Rock throwing, smite good, sneak attack +2d6
Special Qualities: Immunity to cold, low-light vision, rock Aura of despair, aura of evil, command
catching, vulnerability to fire undead, dark blessing, detect good, immunity
to cold, low-light vision, poison use, resistance
to fire 10, rock catching, vulnerability to fire
Saves: Fort +14, Ref +3, Will +6 Fort +25, Ref +13, Will +13
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
Skills: Climb +13, Craft (any one) +6, Intimidate Climb +17, Hide +2, Jump +17, Knowledge
+6, Jump +17, Spot +12 (religion) +2, Ride +11, Spot +5
Feats: Cleave, Great Cleave, Improved Overrun, Cleave, Great Cleave, Improved Initiative,
Improved Sunder, Power Attack Improved Sunder, Iron Will, Lightning Reflexes,
Power Attack, Quick Draw
Environment: Cold mountains Cold mountains
Organization: Solitary, gang (2–5), band (6–9 plus 35% Solitary or with tribe
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 17
Treasure: Standard Standard
Alignment: Often chaotic evil Always chaotic evil
Advancement: By character class 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 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).

FROST GIANT CR 9
Often CE Large Giant (Cold)
Init −1; Senses low-light vision; Listen +2, Spot +12
Languages Giant, Common
---------------------------------------------------------------
AC 21, touch 8, flat-footed 21 (−1 size, −1 Dex, +9 natural, +4 chain shirt)
hp 133[ (14d8+70 HD)
Immune cold
Fort +14, Ref +3, Will +6
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 40 ft.,
Melee Huge greataxe +18/+13 (3d6+13/x3); or
Melee 2 slams +18 (1d4+9)
Ranged Rock +9 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +23
Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Special Actions rock catching
---------------------------------------------------------------
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Skills Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12
Advancement By character class
Level adjustment +4
---------------------------------------------------------------
Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per
round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The
DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical
bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack
in order to make a rock catching attempt.
Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls
when throwing rocks. The range increment is 120 feet for a frost giant's thrown rocks and they weigh between
40 and 50 pounds (Small objects).
---------------------------------------------------------------
Improved Overrun - Benefit: When you attempt to overrun an opponent who is at least one size category smaller
than you, the target cannot avoid you. If you knock down your opponent, you immediately get an attack of
opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets.
Benefit PH 3.5: When you attempt to overrun an opponent, the target may not choose to avoid you. You also
gain a +4 bonus on your Strength check to knock down your opponent.
Improved Sunder - Benefit: When you strike at an opponent's weapon, you do not provoke an attack of
opportunity (see Sunder, page 158 Player's Manual 3.5)
FROST GIANT, ADEPT 2 CR 10 FROST GIANT, ADEPT 5 CR 12
CE Large Giant (Cold) CE Large Giant (Cold)
Init +3; Senses low-light vision; Listen +2, Spot +12 Init +4; Senses low-light vision; Listen +2, Spot +12
Languages Giant, Common Languages Giant, Common
--------------------------------------------------------------- ---------------------------------------------------------------
AC 21, touch 8, flat-footed 21 (−1 size, −1 Dex, +9 AC 22, touch 9, flat-footed 22 (−1 size, +9 natural, +4
natural, +4 chain shirt) chain shirt)
hp 153[ (14d8+70+2d6+10 HD) hp 179[ (14d8+70+5d6+25 HD)
Immune cold Immune cold
Fort +14, Ref +3, Will +9 Fort +15, Ref +4, Will +10
Weakness vulnerability to fire Weakness vulnerability to fire
--------------------------------------------------------------- ---------------------------------------------------------------
Speed 40 ft., Speed 40 ft.,
Melee Huge greataxe +19/+14 (3d6+13/x3); or Melee Huge greataxe +20/+15 (3d6+13 /x3); or
Melee 2 slams +19 (1d4+9) Melee 2 slams +20(1d4+9)
Ranged Rock +10 (2d6+9) Ranged Rock +10 (2d6+9)
Space 10 ft.; Reach 10 ft. Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +24 Base Atk +12; Grp +25
Atk Options Cleave, Great Cleave, Improved Atk Options Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Power Attack Overrun, Improved Sunder, Power Attack
Special Actions rock catching, Summon familiar Special Actions rock catching, Summon familiar
Adept Spell Prepared (CL 2) Adept Spell Prepared (CL 5)
1st - burning hands, protection from good 2nd - resist energy, scorching ray
0 – 3 - detect magic, purify food and drink, read 1st – bless, burning hands, protection from good
magic 0 - detect magic, purify food and drink, read magic
--------------------------------------------------------------- ---------------------------------------------------------------
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 Abilities Str 29, Dex 10(9+1 Ad4), Con 21, Int 10, Wis 14,
Feats Cleave, Great Cleave, Improved Init.Ad1, Cha 11
Improved Overrun, Improved Sunder, Power Feats Cleave, Great Cleave, Improved Init.Ad1,
Attack Improved Overrun, Improved Sunder, Power
Skills Climb +13, Craft (any one) +7, Concentration Attack, Skill Focus (Concentration)Ad3
+9, Handle Animal +4, Intimidate +6, Jump +17, Skills Climb +13, Craft (any one) +7, Concentration
Spellcraft +4, Spot +12 +15, Handle Animal +5, Intimidate +6, Jump +17,
Advancement By character class (adept) Spellcraft +5, Spot +12, Survival +3
Level adjustment +4 Advancement By character class (adept)
--------------------------------------------------------------- Level adjustment +4
Rock Catching (Ex) A giant can catch Small, ---------------------------------------------------------------
Medium, and Large rocks (or projectiles of similar Rock Catching (Ex) A giant can catch Small,
shape). Once per round, a giant that would Medium, and Large rocks (or projectiles of similar
normally be hit by a rock can make a Reflex save shape). Once per round, a giant that would
to catch it as a free action. The DC is 15 for a normally be hit by a rock can make a Reflex save
Small rock, 20 for Medium one, and 25 for a Large to catch it as a free action. The DC is 15 for a
one. (if the projectile provides a magical bonus Small rock, 20 for Medium one, and 25 for a Large
on attack rolls, the DC increases by that amount.) one. (if the projectile provides a magical bonus
The giant must be ready for and aware of the on attack rolls, the DC increases by that amount.)
attack in order to make a rock catching attempt. The giant must be ready for and aware of the
Rock Throwing (Ex) Adult giants are accomplished attack in order to make a rock catching attempt.
rock throwers and receive a +1 racial bonus on Rock Throwing (Ex) Adult giants are accomplished
attack rolls when throwing rocks. The range rock throwers and receive a +1 racial bonus on
increment is 120 feet for a frost giant's thrown attack rolls when throwing rocks. The range
rocks and they weigh between 40 and 50 pounds increment is 120 feet for a frost giant's thrown
(Small objects). rocks and they weigh between 40 and 50 pounds
--------------------------------------------------------------- (Small objects).
Improved Overrun - Benefit: When you attempt to overrun ---------------------------------------------------------------
an opponent who is at least one size category smaller Improved Overrun - Benefit: When you attempt to overrun an
than you, the target cannot avoid you. If you knock opponent who is at least one size category smaller than you, the
down your opponent, you immediately get an attack of target cannot avoid you. If you knock down your opponent, you
opportunity against that opponent, gaining the immediately get an attack of opportunity against that
opponent, gaining the standard +4 bonus on attack rolls against
standard +4 bonus on attack rolls against prone targets. prone targets.
Benefit PH 3.5: When you attempt to overrun an Benefit PH 3.5: When you attempt to overrun an opponent, the
opponent, the target may not choose to avoid you. target may not choose to avoid you. You also gain a +4 bonus
You also gain a +4 bonus on your Strength check to on your Strength check to knock down your opponent.
knock down your opponent. Improved Sunder - Benefit: When you strike at an opponent's
Improved Sunder - Benefit: When you strike at an weapon, you do not provoke an attack of opportunity (see
opponent's weapon, you do not provoke an attack of Sunder, page 158 Player's Manual 3.5)
opportunity (see Sunder, page 158 Player's Manual 3.5)
FROST GIANT, ADEPT 7 CR 13
CE Large Giant (Cold)
Init +4; Senses low-light vision; Listen +2, Spot +12
Languages Giant, Common
---------------------------------------------------------------
AC 22, touch 9, flat-footed 22 (−1 size, +9 natural, +4
chain shirt)
hp 189[ (14d8+70+7d6+35 HD)
Immune cold
Fort +15, Ref +4, Will +10
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 40 ft.,
Melee Huge greataxe +20/+15 (3d6+13 /x3); or
Melee 2 slams +20(1d4+9)
Ranged Rock +10 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +25
Atk Options Cleave, Great Cleave, Improved
Overrun, Improved Sunder, Power Attack
Special Actions rock catching, Summon familiar
Adept Spell Prepared (CL 5)
2nd - cure moderate wounds, resist energy,
scorching ray
1st – bless, burning hands, obscuring mist, protection
from good
0 - detect magic, purify food and drink, read magic
---------------------------------------------------------------
Abilities Str 29, Dex 10(9+1 Ad4), Con 21, Int 10, Wis 14,
Cha 11
Feats Cleave, Great Cleave, Improved Init.Ad1,
Improved Overrun, Improved Sunder, Power
Attack, Skill Focus (Concentration)Ad3, Weapon
Focus (greataxe)
Skills Climb +13, Craft (any one) +7, Concentration
+17, Handle Animal +5, Intimidate +6, Jump +17,
Spellcraft +5, Spot +12, Survival +3
Advancement By character class (adept)
Level adjustment +4
---------------------------------------------------------------
Rock Catching (Ex) A giant can catch Small,
Medium, and Large rocks (or projectiles of similar
shape). Once per round, a giant that would
normally be hit by a rock can make a Reflex save
to catch it as a free action. The DC is 15 for a
Small rock, 20 for Medium one, and 25 for a Large
one. (if the projectile provides a magical bonus
on attack rolls, the DC increases by that amount.)
The giant must be ready for and aware of the
attack in order to make a rock catching attempt.
Rock Throwing (Ex) Adult giants are accomplished
rock throwers and receive a +1 racial bonus on
attack rolls when throwing rocks. The range
increment is 120 feet for a frost giant's thrown
rocks and they weigh between 40 and 50 pounds
(Small objects).
---------------------------------------------------------------
Improved Overrun - Benefit: When you attempt to overrun an opponent who
is at least one size category smaller than you, the target cannot avoid you.
If you knock down your opponent, you immediately get an attack of
opportunity against that opponent, gaining the standard +4 bonus on
attack rolls against prone targets.
Benefit PH 3.5: When you attempt to overrun an opponent, the target may
not choose to avoid you. You also gain a +4 bonus on your Strength
check to knock down your opponent.
Improved Sunder - Benefit: When you strike at an opponent's weapon, you do
not provoke an attack of opportunity (see Sunder, page 158 Player's Manual
3.5)
FROST GIANT, CLERIC 1 CR 10 FROST GIANT, CLERIC 7 CR 16
Often CE Large Giant (Cold) CE Large Giant (Cold)
Init +3; Senses low-light vision; Listen +2, Spot +12 Init +3; Senses low-light vision; Listen +2, Spot +12
Languages Giant, Common Languages Giant, Common
--------------------------------------------------------------- ---------------------------------------------------------------
AC 21, touch 8, flat-footed 21 (−1 size, −1 Dex, +9 AC 21, touch 8, flat-footed 21 (−1 size, −1 Dex, +9
natural, +4 chain shirt) natural, +4 chain shirt)
hp 146[ (14d8+70 plus 1d8+5 HD) hp 221[294] (14d8+84, 7d8+42 HD)
Immune cold Immune cold
Fort +16, Ref +3, Will +8 Fort +20, Ref +5, Will +11
Weakness vulnerability to fire Weakness vulnerability to fire
--------------------------------------------------------------- ---------------------------------------------------------------
Speed 40 ft., Speed 40 ft.,
Melee Huge greataxe +18/+13 (3d6+13/x3); or Melee Huge greataxe +23/+18/+18 (3d6+13/x3); or
Melee 2 slams +18 (1d4+9) Melee 2 slams +23 (1d4+9)
Ranged Rock +9 (2d6+9) Ranged Rock +14 (2d6+9)
Space 10 ft.; Reach 10 ft. Special Attacks 1/day o Smite +27 (3d6+13+7)
Base Atk +10; Grp +23 Space 10 ft.; Reach 10 ft.
Atk Options Cleave, Great Cleave, Improved Overrun, Base Atk +15; Grp +28
Improved Sunder, Power Attack Atk Options Cleave, Great Cleave, Improved Overrun,
Turning Check: 1d20+Cha modifier = Improved Sunder, Power Attack,
Result Most Powerful Undead Turning Check: 1d20+Cha modifier =
up to 0 Clerics Level -4 Result Most Powerful Undead
1-3 Clerics Level -3 up to 0 Clerics Level -4
4-6 Clerics Level -2 1-3 Clerics Level -3
7-9 Clerics Level -1 4-6 Clerics Level -2
10-12 Clerics Level 7-9 Clerics Level -1
13-15 Clerics Level +1 10-12 Clerics Level
16-18 Clerics Level +2 13-15 Clerics Level +1
19-21 Clerics Level +3 16-18 Clerics Level +2
20+ Clerics Level +4 19-21 Clerics Level +3
Number Hit Die Turned = 2d6+Cleric Level+Cha modifier 20+ Clerics Level +4
Special Actions rock catching Number Hit Die Turned = 2d6+Cleric Level+Cha modifier
Cleric Spells Prepared (CL 1) Special Actions rock catching
1st (2+1) Cleric Spell Prepared (CL 7, DC=9+spell lvl, SR=d20+9)
0 (3) 4th – 1+1
Domains Destruction and War 3rd – 2+1
--------------------------------------------------------------- 2nd – 4+1
Abilities Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 1st – 5+1
Feats Cleave, Great Cleave, Improved Init., Improved 0-6
Overrun, Improved Sunder, Power Attack Domains Destruction and War
Skills Climb +13, Craft (any one) +6, Concentration +9, ---------------------------------------------------------------
Intimidate +6, Knowledge (religion) +4, Jump +17, Abilities Str 29, Dex 9, Con 22, Int 10, Wis 14, Cha 11
Spot +12 Feats Cleave, Great Cleave, Improved Init.CL1,
Advancement By character class (cleric) Improved Overrun, Improved Sunder, Power Attack,
Level adjustment +4 Spell Casting Pro.CL3, Spell PenetrationCL6
--------------------------------------------------------------- Skills Climb +13, Craft (any one) +6, Intimidate +6,
Rock Catching (Ex) A giant can catch Small, Medium, Jump +17, Spot +12
and Large rocks (or projectiles of similar shape). Advancement By character class
Once per round, a giant that would normally be hit Level adjustment +4
by a rock can make a Reflex save to catch it as a ---------------------------------------------------------------
free action. The DC is 15 for a Small rock, 20 for Rock Catching (Ex) A giant can catch Small, Medium,
Medium one, and 25 for a Large one. (if the and Large rocks (or projectiles of similar shape).
projectile provides a magical bonus on attack rolls, Once per round, a giant that would normally be hit
the DC increases by that amount.) The giant must by a rock can make a Reflex save to catch it as a
be ready for and aware of the attack in order to free action. The DC is 15 for a Small rock, 20 for
make a rock catching attempt. Medium one, and 25 for a Large one. (if the
Rock Throwing (Ex) Adult giants are accomplished projectile provides a magical bonus on attack rolls,
rock throwers and receive a +1 racial bonus on the DC increases by that amount.) The giant must
attack rolls when throwing rocks. The range be ready for and aware of the attack in order to
increment is 120 feet for a frost giant's thrown rocks make a rock catching attempt.
and they weigh between 40 and 50 pounds (Small Rock Throwing (Ex) Adult giants are accomplished
objects). rock throwers and receive a +1 racial bonus on
--------------------------------------------------------------- attack rolls when throwing rocks. The range
increment is 120 feet for a frost giant's thrown rocks
and they weigh between 40 and 50 pounds (Small
objects).
Destruction (PH p186) ‘Smite’ once per day – Before War (PH p189) Gain Feat: Martial Weapon Proficiency and
attacking, declare that Smite is being used. Add +4 to the Feat: Weapon Focus in the deity’s favored weapon.
attack bonus and add the Cleric level to the damage. 1st Magic Weapon (PH p251) <Trans, VSF(weapon)/DF,
1st Inflict Light Wounds(PH p244) <Necro[touch attack], VS, 1StdAct, Touch, 1min/lvl> – Touched manufactured
1StdAct, Touch, Will½, SR applies> – Target takes 1d8 + 1/lvl weapon gains a +1 Enhancement bonus to attack &
(max +5) Negative Energy Damage. damage. A Monk’s Unarmed Strike can be the target of
2nd Shatter (PH p278) <Evoc[sonic], VSM(chip of mica)/DF, this spell.
1StdAct, Closerange, SR applies> – Sonic vibration destroy 2nd Spiritual Weapon(PH p283) <Evoc[force], VS/DF, 1StdAct,
objects in 1 of 3 ways: Medium-range, 1rnd/lvl(D), no save, SR applies> – The
a) All non-magic glass, crystal, etc., in a 5’ radius Burst that caster summons a religiously appropriate weapon out of
weigh less than 1 lb/lvl are shattered. An attended object Force that does 1d8 +1 per three levels (max +5) damage.
gets a Will save to negate. Otherwise, no save. The weapon has the same threat range & critical multiplier
b) A single solid object weighing up to 10 lbs/lvl can be as the base weapon.
shattered. An attended object gets a Will save to The weapon attacks a designated opponent with the
negate. caster’s base attack bonus (including multiple attacks if
c) A targeted crystalline creature takes 1d6 Sonic damage high enough level). On the first round and any round it
per level (max 10d6), Fortitude save for ½. changes targets, the weapon only gets 1 attack. The
3rd Contagion (PH p213) <Necro[evil][touch attack], VS, caster must spend a Standard Action to change targets,
1StdAct, Touch, FortNeg, SR applies> – Infects touched but otherwise does not have to concentrate on the
subject with chosen disease which takes effect without an weapon.
incubation period. The weapon must attack from the caster’s direction, gets
Name DC Dmg no flanking bonuses, cannot give someone else a flanking
Cackle Fever 16 1d6 Wis bonus, & cannot be damaged. An opponent with Spell
Filth Fever 12 1d3 Dex & 1d3 Con Resistance receives one SR check the first time attack by
Mindfire 12 1d4 Int the spell.
Red Ache 15 1d6 Str 3rd Magic Vestment (PH p251) <Trans, VS/DF, 1StdAct, Touch,
Shakes 13 1d8 Dex 1hr/lvl> – Armor, shield, or clothes gain +1 per four levels
Slimy Doom 14 1d4 Con Enhancement bonus to AC (max +5).
Blinding Sickness 16 1d4 Str & if the victim takes 2+ Str 4th Divine Power (PH p224) <Evoc, VS/DF, 1StdAct, Personal,
dmg, must make an additional 1rnd/lvl> – The caster gains a +6 Enhancement bonus to
save or go permanently Blind. Strength, 1 Temporary HP per level, & a Base Attack Bonus
4th Inflict Critical Wounds (PH p244) <Necro[touch attack], as if the caster was a fighter of his/her Character level.
VS, 1StdAct, Touch, Will½, SR applies> – Target takes 4d8 +
1/lvl (max +20) Negative Energy Damage.
FROST GIANT, FIGHTER 12 CR 21
Often CE Large Giant (Cold)
Init +4; Senses low-light vision; Listen +4, Spot +14
Languages Giant, Common
---------------------------------------------------------------
AC 22, touch 9, flat-footed 22 (−1 size, +9 natural, +4 chain shirt)
hp 291[388] (14d8+84,+12d10+72 HD)
Immune cold
Fort +23, Ref +10, Will +12
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 40 ft.,
Melee +1 huge greataxe +34/+29/+24/+19 (3d6+20 S 19-20/x3); or
Melee 2 slams +31(1d4+10)
Ranged Rock +9 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Grp +36
Atk Options Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Special Actions rock catching
---------------------------------------------------------------
Abilities Str 30(29+1 12th), Dex 10(9+1 4th), Con 22(21+1 8th), Int 10, Wis 14, Cha 11
Feats Alertness, Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus, Greater Weapon Spec., Improved
Bull Rush, Improved Critical, Improved Init., Iron Will, Improved Overrun, Improved Sunder, Lighting Reflexes,
Power Attack, Quick Draw, Weapon Focus, Weapon Spec.
Skills Climb +17, Craft (any one) +6, Handle Animal +3, Intimidate +9, Jump +21, Listen +4, Spot +14
Advancement By character class
Level adjustment +4
---------------------------------------------------------------
Rock Catching (Ex) A giant can catch Small, Medium, and Large rocks (or projectiles of similar shape). Once per
round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The
DC is 15 for a Small rock, 20 for Medium one, and 25 for a Large one. (if the projectile provides a magical
bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack
in order to make a rock catching attempt.
Rock Throwing (Ex) Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls
when throwing rocks. The range increment is 120 feet for a frost giant's thrown rocks and they weigh between
40 and 50 pounds (Small objects).
---------------------------------------------------------------
Blind-Fight - Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance
percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity
bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible
attacker’s bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general
reduces your speed to three-quarters normal, instead of one-half.
Improved Bull Rush – Benefit: When you perform a bull rush you do not provoke an attack of opportunity from
the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Improved Overrun - Benefit: When you attempt to overrun an opponent who is at least one size category smaller
than you, the target cannot avoid you. If you knock down your opponent, you immediately get an attack of
opportunity against that opponent, gaining the standard +4 bonus on attack rolls against prone targets.
Benefit PH 3.5: When you attempt to overrun an opponent, the target may not choose to avoid you. You also
gain a +4 bonus on your Strength check to knock down your opponent.
Improved Sunder - Benefit: When you strike at an opponent's weapon, you do not provoke an attack of
opportunity (see Sunder, page 158 Player's Manual 3.5)
FROST GIANT JARL
A frost giant leader is often a FROST GIANT JARL CR 17
barbarian, cleric, fighter, or CE Large Male Frost Giant (cold) Blackguard 8
Init +5; Senses lowlight vision; Listen +1, Spot +5
sorcerer, but some of the most Aura Aura of despair (10 ft. radius, all enemies -2 on all saves), aura of
evil and ruthless frost giants evil
become blackguards. Languages Giant
The frost giant jarl described ---------------------------------------------------------------
AC 29, touch 10, flat-footed 28 (–1 size, +1 Dex, +9 natural, +10 +2 full
here has all the qualities and plate armor)
abilities of a typical frost giant, hp 231 (14d8+84 plus 8d10+48 HD)
as well as other abilities (see the Immune cold
statistics block) from being a Resist fire 10
Fort +25, Ref +13, Will +13
blackguard. Details on some of Weakness vulnerability to fire
these abilities follow. ---------------------------------------------------------------
Aura of Despair (Su): This jarl Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
radiates a malign aura that Melee +2 frost greataxe +30/+25/+20/+15 (3d6+18 /×3 plus 1d6 cold)
causes enemies within 10 feet of or 2 slams +28 (1d4+11)
him to take a –2 penalty on all Ranged rock +18 (2d6+11)
saving throws. Space 10 ft.; Reach 10 ft.
Aura of Evil (Ex): This jarl radiates a Base Atk +18; Grp +33
strong aura of evil (see the detect Special Attacks Smite Good (2/day oo) +2 frost greataxe +34 (3d6+26
evil spell) as an 8th-level cleric of /×3 plus 1d6 cold)
an evil deity. With bulls strength, and magic weapon: +2 frost greataxe +37
Command Undead (Su): This jarl can (3d6+29 /×3 plus 1d6 cold)
command and rebuke undead as Atk Options Rock throwing, smite good, sneak attack +2d6, Greater
a 6th-level cleric. Cleave, Improved Sunder, Power Attack, Quickdraw
Dark Blessing (Su): This jarl applies Special Actions rock catching, command undead
his Charisma modifier as a bonus Spell Like Abilities (CL 8)
on all saving throws. At will – detect good
Detect Good (Sp): At will, this jarl Typical Blackguard Spells Prepared (CL 4, 3/1; save DC 11 + spell
can use detect good as a spell- level):
like ability, duplicating the effect 1st — cause fear, doom, magic weapon;
of the detect good spell. 2nd — bull’s strength.
Poison Use: Blackguards are skilled ---------------------------------------------------------------
in the use of poison and never risk Abilities Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
accidentally poisoning themselves SQ command undead, dark blessing, detect good, poison use,
when applying poison to a blade. Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron
Smite Good (Su): Twice per day, this Will, Lightning Reflexes, Power Attack, Quick Draw
jarl may attempt to smite good Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11,
with one normal melee attack. He Spot +5
adds his +4 Charisma modifier to Advancement By character class
his attack roll and deals 8 points of Possessions +2 frost greataxe, +2 full plate armor, cloak of Charisma +2,
extra damage (1 per blackguard ring of minor energy resistance (fire), 2 doses of bloodroot poison.
level) if the attack hits. If he (Benefits of these items are included in the statistics block.)
accidentally smites a creature ---------------------------------------------------------------
that is not good, the smite has no Aura of Despair (Su): This jarl radiates a malign aura that causes
effect but it is still used up for that enemies within 10 feet of him to take a –2 penalty on all saving
day. throws.
Typical Blackguard Spells Prepared Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect
(3/1; save DC 11 + spell level): evil spell) as an 8th-level cleric of an evil deity.
1st—cause fear, doom, magic Command Undead (Su): This jarl can command and rebuke undead
weapon; 2nd—bull’s strength. 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.
FROST GIANT JARL CR 18
CE Large Male Frost Giant (cold) Blackguard 8, Fighter 1
Init +5; Senses lowlight vision; Listen +1, Spot +5
Aura Aura of despair (10 ft. radius, all enemies -2 on all saves), aura of evil
Languages Giant
---------------------------------------------------------------
AC 29, touch 10, flat-footed 28 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor)
hp 242 (14d8+84 plus 8d10+48 plus 1d10+6 HD)
Immune cold
Resist fire 10
Fort +27, Ref +13, Will +13
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
Melee +2 frost greataxe +32/+27/+22/+17 (3d6+18 /×3 plus 1d6 cold)
or 2 slams +29 (1d4+11)
Ranged rock +19 (2d6+11)
Space 10 ft.; Reach 10 ft.
Base Atk +19; Grp +34
Special Attacks Smite Good (2/day oo) +2 frost greataxe +36 (3d6+28 /×3 plus 1d6 cold)
With bulls strength, and magic weapon: +2 frost greataxe +39 (3d6+31 /×3 plus 1d6 cold)
Atk Options Rock throwing, smite good, sneak attack +2d6, Greater Cleave, Improved Sunder, Power Attack,
Quickdraw
Special Actions rock catching, command undead
Spell Like Abilities (CL 8)
At will – detect good
Typical Blackguard Spells Prepared (CL 4, 3/1; save DC 11 + spell level):
1st — cause fear, doom, magic weapon;
2nd — bull’s strength.
---------------------------------------------------------------
Abilities Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
SQ command undead, dark blessing, detect good, poison use,
Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack,
Quick Draw, Weapon Focus (greataxe), Weapon Spec. (greataxe)
Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5
Advancement By character class
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.)
---------------------------------------------------------------
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.
FROST GIANT JARL CR 20
CE Large Male Frost Giant (cold) Blackguard 10, Fighter 1
Init +5; Senses lowlight vision; Listen +1, Spot +5
Aura Aura of despair (10 ft. radius, all enemies -2 on all saves), aura of evil
Languages Giant
---------------------------------------------------------------
AC 29, touch 10, flat-footed 28 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor)
hp 264 (14d8+84 plus 10d10+60 plus 1d10+6 HD)
Immune cold
Resist fire 10
Fort +28, Ref +14, Will +14
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
Melee +2 frost greataxe +34/+29/+24/+19 (3d6+18 /×3 plus 1d6 cold)
or 2 slams +31 (1d4+11)
Ranged rock +21 (2d6+11)
Space 10 ft.; Reach 10 ft.
Base Atk +21; Grp +36
Special Attacks Smite Good (3/day ooo) +2 frost greataxe +38 (3d6+30/×3 plus 1d6 cold)
With bulls strength, and magic weapon: +2 frost greataxe +41 (3d6+33 /×3 plus 1d6 cold)
Atk Options Rock throwing, smite good, sneak attack +3d6, Greater Cleave, Improved Sunder, Power Attack,
Quickdraw
Special Actions rock catching, command undead
Spell Like Abilities (CL 8)
At will – detect good
Typical Blackguard Spells Prepared (CL 5, 3/2; save DC 11 + spell level):
1st — cause fear, doom, magic weapon;
2nd — bull’s strength.
---------------------------------------------------------------
Abilities Str 33, Dex 12, Con 22, Int 10, Wis 12, Cha 18
SQ command undead, dark blessing, detect good, poison use,
Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack,
Quick Draw, Weapon Focus (greataxe), Weapon Spec. (greataxe)
Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5
Advancement By character class
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.)
---------------------------------------------------------------
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.
FROST GIANT JARL CR 22
CE Large Male Frost Giant (cold) Blackguard 10, Fighter 3
Init +5; Senses lowlight vision; Listen +1, Spot +5
Aura Aura of despair (10 ft. radius, all enemies -2 on all saves), aura of evil
Languages Giant
---------------------------------------------------------------
AC 29, touch 10, flat-footed 28 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor)
hp 287 (14d8+84 plus 10d10+60 plus 3d10+18 HD)
Immune cold
Resist fire 10
Fort +29, Ref +15, Will +15
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
Melee +2 frost greataxe +36/+31/+26/+21 (3d6+18 S 19-20/×3 plus 1d6 cold)
or 2 slams +31 (1d4+11)
Ranged rock +23 (2d6+11)
Space 10 ft.; Reach 10 ft.
Base Atk +23; Grp +38
Special Attacks Smite Good (3/day ooo) +2 frost greataxe +38 (3d6+30/×3 plus 1d6 cold)
With bulls strength, and magic weapon: +2 frost greataxe +41 (3d6+33 /×3 plus 1d6 cold)
Atk Options Rock throwing, smite good, sneak attack +3d6, Greater Cleave, Improved Sunder, Power Attack,
Quickdraw
Special Actions rock catching, command undead
Spell Like Abilities (CL 8)
At will – detect good
Typical Blackguard Spells Prepared (CL 5, 3/2; save DC 11 + spell level):
1st — cause fear, doom, magic weapon;
2nd — bull’s strength.
---------------------------------------------------------------
Abilities Str 33, Dex 12, Con 22, Int 10, Wis 12, Cha 18
SQ command undead, dark blessing, detect good, poison use,
Feats Cleave, Great Cleave, Improved Critical, Improved Initiative, Improved Sunder, Iron Will, Lightning
Reflexes, Power Attack, Quick Draw, Weapon Focus (greataxe), Weapon Spec. (greataxe)
Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5
Advancement By character class
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.)
---------------------------------------------------------------
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.
WINTER WOLF CR 5 WINTER WOLF CR 6
Usually NE Large Magical Beast (Cold) Usually NE Large Magical Beast (Cold)
Init +5; Senses darkvision 60 ft., low-light vision, Init +5; Senses darkvision 60 ft., low-light vision,
scent; Listen +6, Spot +6 scent; Listen +6, Spot +6
Languages Common, Giant Languages Common, Giant
--------------------------------------------------------------- ---------------------------------------------------------------
AC 15, touch 10, flat-footed 14 (−1 size, +1 Dex, +5 AC 16, touch 11, flat-footed 14 (−1 size, +2 Dex, +5
natural) natural)
hp 51[66] (6d8+18 HD) hp 67[99] (9d8+27 HD)
Immune cold Immune cold
Fort +8, Ref +6, Will +3 Fort +9, Ref +8, Will +4
Weakness vulnerability to fire Weakness vulnerability to fire
--------------------------------------------------------------- ---------------------------------------------------------------
Speed 50 ft., Speed 50 ft.,
Melee Bite +9 (1d8+6 plus 1d6 cold) Melee Bite +11/+6 (1d8+6 plus 1d6 cold)
Space 10 ft.; Reach 5 ft. Space 10 ft.; Reach 5 ft.
Base Atk +6; Grp +14 Base Atk +9; Grp +17
Atk Options trip Atk Options trip
Special Actions breath weapon Special Actions breath weapon
--------------------------------------------------------------- ---------------------------------------------------------------
Abilities Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10 Abilities Str 18, Dex 14, Con 16, Int 9, Wis 13, Cha 10
Feats Alertness, Improved Initiative, Track Feats Alertness, Improved Initiative, Stealthy, Track
Skills Hide −1*(+6 when in areas of snow or ice), Skills Hide +3*(+10 when in areas of snow or ice),
Listen +6, Move Silently +7, Spot +6, Survival +1(+5 Listen +6, Move Silently +11, Spot +6, Survival +2(+6
when tracking by scent)* when tracking by scent)*
Advancement 7-9 HD (Large); 10-18 HD (Huge) Advancement 10-18 HD (Huge)
Level adjustment +3 (cohort) Level adjustment +3 (cohort)
--------------------------------------------------------------- ---------------------------------------------------------------
Breath Weapon (Su) 15-foot cone, once every 1d4 Breath Weapon (Su) 15-foot cone, once every 1d4
rounds, damage 4d6 cold, Reflex DC 16 half. The rounds, damage 4d6 cold, Reflex DC 16 half. The
save DC is Constitution-based. save DC is Constitution-based.
Freezing Bite (Su) A winter wolf deals an extra 1d6 Freezing Bite (Su) A winter wolf deals an extra 1d6
points of cold damage every time it bites an points of cold damage every time it bites an
opponent, as if its bite were a frost weapon. opponent, as if its bite were a frost weapon.
Trip (Ex) A winter wolf that hits with a bite attack Trip (Ex) A winter wolf that hits with a bite attack
can attempt to trip the opponent (+8 check can attempt to trip the opponent (+8 check
modifier) as a free action without making a touch modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to the attempt fails, the opponent cannot react to
trip the winter wolf. trip the winter wolf.
Skills Winter wolves have a +1 racial bonus on Skills Winter wolves have a +1 racial bonus on
Listen, Move Silently, and Spot checks. Winter Listen, Move Silently, and Spot checks. Winter
wolves have a +2 racial bonus on Hide checks. wolves have a +2 racial bonus on Hide checks.
*Their natural coloration grants them a +7 racial *Their natural coloration grants them a +7 racial
bonus on Hide checks in areas of snow and ice. A bonus on Hide checks in areas of snow and ice. A
winter wolf has a +4 racial bonus on Survival winter wolf has a +4 racial bonus on Survival
checks when tracking by scent. checks when tracking by scent.
WINTER WOLF CR 8 WINTER WOLF CR 9
Usually NE Huge Magical Beast (Cold) Usually NE Huge Magical Beast (Cold)
Init +5; Senses darkvision 60 ft., low-light vision, Init +5; Senses darkvision 60 ft., low-light vision,
scent; Listen +7, Spot +7 scent; Listen +7, Spot +7
Languages Common, Giant Languages Common, Giant
--------------------------------------------------------------- ---------------------------------------------------------------
AC 17, touch 9, flat-footed 16 (−2 size, +1 Dex, +8 AC 17, touch 9, flat-footed 16 (−2 size, +1 Dex, +8
natural) natural)
hp 117[159] (12d8+60+3T HD) hp 145[198] (15d8+75+3T HD); DR 2/--
Immune cold Immune cold
Fort +13, Ref +9, Will +6 Fort +14, Ref +10, Will +7
Weakness vulnerability to fire Weakness vulnerability to fire
--------------------------------------------------------------- ---------------------------------------------------------------
Speed 50 ft., Speed 50 ft.,
Melee Bite +18/+13/ (2d6+12 plus 1d6 cold) Melee Bite +21/+16/+11 (2d6+12 plus 1d6 cold)
Space 15 ft.; Reach 10 ft. Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +24 Base Atk +15; Grp +27
Atk Options trip Atk Options trip
Special Actions breath weapon Special Actions breath weapon
--------------------------------------------------------------- ---------------------------------------------------------------
Abilities Str 26, Dex 12, Con 20, Int 9, Wis 14, Cha 10 Abilities Str 26, Dex 12, Con 20, Int 9, Wis 14, Cha 10
Feats Alertness, Improved Initiative, Stealthy, Feats Alertness, Improved Initiative, Roll With It,
Toughness, Track Stealthy, Toughness, Track
Skills Hide +1*(+8 when in areas of snow or ice), Skills Hide +2*(+9 when in areas of snow or ice),
Listen +7, Move Silently +11, Spot +7, Survival +2(+6 Listen +7, Move Silently +12, Spot +7, Survival +3(+7
when tracking by scent)* when tracking by scent)*
Advancement 13-18 HD (Huge) Advancement 16-18 HD (Huge)
Level adjustment +3 (cohort) Level adjustment +3 (cohort)
--------------------------------------------------------------- ---------------------------------------------------------------
Breath Weapon (Su) 15-foot cone, once every 1d4 Breath Weapon (Su) 15-foot cone, once every 1d4
rounds, damage 4d6 cold, Reflex DC 16 half. The rounds, damage 4d6 cold, Reflex DC 16 half. The
save DC is Constitution-based. save DC is Constitution-based.
Freezing Bite (Su) A winter wolf deals an extra 1d6 Freezing Bite (Su) A winter wolf deals an extra 1d6
points of cold damage every time it bites an points of cold damage every time it bites an
opponent, as if its bite were a frost weapon. opponent, as if its bite were a frost weapon.
Trip (Ex) A winter wolf that hits with a bite attack Trip (Ex) A winter wolf that hits with a bite attack
can attempt to trip the opponent (+8 check can attempt to trip the opponent (+8 check
modifier) as a free action without making a touch modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to the attempt fails, the opponent cannot react to
trip the winter wolf. trip the winter wolf.
Skills Winter wolves have a +1 racial bonus on Skills Winter wolves have a +1 racial bonus on
Listen, Move Silently, and Spot checks. Winter Listen, Move Silently, and Spot checks. Winter
wolves have a +2 racial bonus on Hide checks. wolves have a +2 racial bonus on Hide checks.
*Their natural coloration grants them a +7 racial *Their natural coloration grants them a +7 racial
bonus on Hide checks in areas of snow and ice. A bonus on Hide checks in areas of snow and ice. A
winter wolf has a +4 racial bonus on Survival winter wolf has a +4 racial bonus on Survival
checks when tracking by scent. checks when tracking by scent.
---------------------------------------------------------------
Roll With It Type: General Source: Savage Species
You are adept at lessening the effects of blows.
Prerequisite: Con 20, Toughness.
Benefit: You gain damage reduction 2/-. This applies in
addition to any damage reduction you have from other
sources. Damage reduction cannot reduce damage
you take to less than 0.
Special: You may take this feat multiple times.
WINTER WOLF CR 10
Usually NE Huge Magical Beast (Cold)
Init +5; Senses darkvision 60 ft., low-light vision,
scent; Listen +7, Spot +7
Languages Common, Giant
---------------------------------------------------------------
AC 17, touch 9, flat-footed 16 (−2 size, +1 Dex, +8
natural)
hp 174[273] (18d8+27+3T HD); DR 4/--
Immune cold
Fort +16, Ref +12, Will +8
Weakness vulnerability to fire
---------------------------------------------------------------
Speed 50 ft.,
Melee Bite +24/+19/+14/+9 (2d6+12 plus 1d6 cold)
Space 15 ft.; Reach 10 ft.
Base Atk +18; Grp +30
Atk Options trip
Special Actions breath weapon
---------------------------------------------------------------
Abilities Str 26, Dex 12, Con 20, Int 10, Wis 14, Cha 10
Feats Alertness, Improved Initiative, Roll with It (x2),
Stealthy, Toughness, Track
Skills Hide +5*(+12 when in areas of snow or ice),
Listen +7, Move Silently +15, Spot +7, Survival
+6(+13 when tracking by scent)*
Advancement none
Level adjustment +3 (cohort)
---------------------------------------------------------------
Breath Weapon (Su) 15-foot cone, once every 1d4
rounds, damage 4d6 cold, Reflex DC 16 half. The
save DC is Constitution-based.
Freezing Bite (Su) A winter wolf deals an extra 1d6
points of cold damage every time it bites an
opponent, as if its bite were a frost weapon.
Trip (Ex) A winter wolf that hits with a bite attack
can attempt to trip the opponent (+8 check
modifier) as a free action without making a touch
attack or provoking an attack of opportunity. If
the attempt fails, the opponent cannot react to
trip the winter wolf.
Skills Winter wolves have a +1 racial bonus on
Listen, Move Silently, and Spot checks. Winter
wolves have a +2 racial bonus on Hide checks.
*Their natural coloration grants them a +7 racial
bonus on Hide checks in areas of snow and ice. A
winter wolf has a +4 racial bonus on Survival
checks when tracking by scent.
---------------------------------------------------------------
Roll With It Type: General Source: Savage Species
You are adept at lessening the effects of blows.
Prerequisite: Con 20, Toughness.
Benefit: You gain damage reduction 2/-. This applies in
addition to any damage reduction you have from other
sources. Damage reduction cannot reduce damage
you take to less than 0.
Special: You may take this feat multiple times.
OGRE CR 3 OGRE BARBARIAN
Usually CE Large Giant Their inherent bent toward chaos combines with
Init −1; Senses darkvision 60 ft., low-light vision; Listen their size and strength to make ogres natural
+2, Spot +2
Languages Giant barbarians. Indeed, their leaders are almost
--------------------------------------------------------------- always barbarians of low to middle level,
AC 16, touch 8, flat-footed 16 (−1 size, −1 Dex, +5 monstrous brutes whose fury in battle is truly
natural, +3 hide armor)
fearsome. A raging ogre barbarian is an
hp 29 (4 HD)
Fort +6, Ref +0, Will +1 inspiration to other ogres.
---------------------------------------------------------------
Speed 30 ft., OGRE BRUTE CR 5
Melee Greatclub +8 (2d8+7) Ref.: pg 142 Heroes of Battle
Ranged Javelin +1 (1d8+5) CE Large Male ogre barbarian 2 (giant)
Space 10 ft.; Reach 10 ft. Init. -1; Senses Darkvision 60 ft., Low-Light Vision;
Base Atk +3; Grp +12 Listen +4, Spot +4
--------------------------------------------------------------- Languages Giant
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 ---------------------------------------------------------------
Feats Toughness, Weapon Focus (greatclub) AC18, touch 8, flat-footed 18; uncanny dodge
Skills Climb +5, Listen +2, Spot +2 hp 51 (4d8+8 plus 2d12+4 plus 3 HD)
Advancement By character class (Barbarian) Fort +9, Ref +0, Will +1[+3]
Level adjustment +2 ---------------------------------------------------------------
Organization: Solitary, pair, gang (3–4), or band (5–8) Spd 30 ft.
Melee mwk greatclub +11 (2d8+7)
Space 10ft.; Reach 10ft.
Base Atk +5; Grp +14[+16]
Atk Options power attack
Combat Gear potion of endurance, potion of cure
moderate wounds.
Special Attacks: Rage 1/day for 7 rounds ooooo oo;
---------------------------------------------------------------
Abilities Str 21[25], Dex 8, Con 15[17], Int 6, Wis 10,
Cha 7.
Special Qualities fast movement
Feats Power Attack, Toughness, Weapon Focus
(greatclub)
Skills Climb +4, Listen +4, Spot +4
Possessions combat gear plus masterwork greatclub,
masterwork chainmail,
---------------------------------------------------------------
[Rage (Ex): +4 to Str, +4 to Con, +2 on Will saves, –2 to
AC for up to 7 rounds.]
Uncanny Dodge (Ex): Retain Dex bonus to AC when
flatfooted or targeted by an unseen foe. PH 26.
BURNING BLADE MERCENARY CAPTAIN CR BURNING BLADE MERCENARY
14 LIEUTENANT CR 8
Male Ogre Fighter 12 Ogre Fighter 6
NE Large Giant NE Large Giant
Init +4; Senses Low-light vision, Darkvision 60'; Listen Init +0; Senses Low-light vision, Darkvision 60'; Listen
+7, Spot +7 +6, Spot +6
Languages Common, Giant, Orc Languages Common, Giant
---------------------------------------------------------------- ----------------------------------------------------------------
AC 23 (-1 size, +5 natural, +7 armor, +2 ring), touch 11, AC 20 (-1 size, +5 natural, +6 armor), touch 9, flat-
flat-footed 23 footed 20
hp 184 (16 HD) hp 105 (10 HD)
Fort +18, Ref +5, Will +9 Fort +14, Ref +2, Will +5
---------------------------------------------------------------- ----------------------------------------------------------------
Speed 40' Speed 30'
Melee Huge flaming greataxe +1 +24/+19/+14 Melee Large greataxe +1 +17/+12 (3d6+13/x3)
(4d6+18+1d6 fire/ 19-20 x3) Ranged composite longbow +8/+3 (2d6+7/x3)
Ranged Mwk composite longbow (Str 24) +16/+11/+6 Space/Reach 10-ft/10-ft
(2d6+7/ x3) Base Atk +9; Grp +20
Space/Reach 10-ft/10-ft Atk Options Cleave, Great Cleave, Improved Bull
Base Atk +15; Grp +28 Rush, Improved Sunder, Power Attack
Atk Options Cleave, Great Cleave, Improved Bull Combat gear Large greataxe +1, Large mighty (Str
Rush, Improved Sunder, Power Attack 24) composite longbow, 2 potions of cure
Combat gear Huge flaming greataxe +1, Mwk large moderate wounds, potion of blur
mighty (Str 24) composite longbow, 3 potions of ----------------------------------------------------------------
cure moderate wounds, potion of blur, potion of Abilities Str 24, Dex 10, Con 20, Int 10, Wis 12, Cha 8
remove disease, potion of invisibility Feats Cleave, Great Cleave, Improved Bull Rush,
---------------------------------------------------------------- Improved Sunder, Iron Will, Power Attack, Weapon
Abilities Str 28, Dex 10, Con 22, Int 10, Wis 14, Cha 10 Focus (greataxe), Weapon Specialisation
Feats Cleave, Great Cleave, Greater Weapon Focus (greataxe)
(greataxe), Greater Weapon Specialisation Skills Climb +8, Handle Animal +1, Intimidate +2,
(greataxe), Improved Bull Rush, Improved Critical Jump +7, Listen +6, Profession (soldier) +6, Spot +6,
(greataxe), Improved Initiative, Improved Sunder, Swim +7
Iron Will, Monkey Grip, Power Attack, Weapon Possessions combat gear plus Chainmail +1, drab
Focus (greataxe), Weapon Specialisation uniform clothing w/Burning Blade symbol and
(greataxe) officer's insignia, adventuring gear
Skills Climb +10, Handle Animal +3, Intimidate +5, ----------------------------------------------------------------
Jump +9, Listen +7, Profession (soldier) +15, Spot +7, Height 9'; Weight 600 lbs.; Hair Black; Skin Light brown;
Swim +9 Eyes Grey; Age 35; Patron Deity Vaprak,
Possessions combat gear plus Mithril breastplate +2,
Belt of giant strength +4, Ring of protection +2, drab
uniform clothing w/Burning Blade symbol and
commander's insignia, high-quality adventuring
gear
----------------------------------------------------------------
Height 9' 6"; Weight 700 lbs.; Hair Black; Skin Light
brown; Eyes Blue; Age 45; Patron Deity Vaprak,
BURNING BLADE MERCENARY TROOPER
CR 4
Ogre Fighter 2
NE Large Giant
Init +0; Senses Low-light vision, Darkvision 60'; Listen
+4, Spot +4
Languages Common, Giant
----------------------------------------------------------------
AC 19 (-1 size, +5 natural, +5 armor), touch 9, flat-
footed 19
hp 63 (6 HD)
Fort +12, Ref +1, Will +2
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Speed 30'
Melee Mwk large greataxe +13 (3d6+10/ x3)
Ranged Large mighty (Str 18) composite longbow +4
(2d6+4/ x3)
Space/Reach 10-ft/10-ft
Base Atk +5; Grp +16
Atk Options Cleave, Great Cleave, Improved Sunder,
Power Attack
Combat gear Potion of cure moderate wounds
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Abilities Str 24, Dex 10, Con 20, Int 8, Wis 13, Cha 6
Feats Cleave, Great Cleave, Improved Sunder,
Power Attack, Weapon Focus (greataxe)
Skills Climb +8, Jump +7, Listen +4, Profession (soldier)
+3, Spot +4, Swim +7
Possessions combat gear plus Mwk large greataxe,
chainmail, Large mighty (Str 18) composite
longbow w/60 arrows, drab uniform clothing
w/Burning Blade symbol, adventuring gear
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Height 9'; Weight 600 lbs.; Hair Black; Skin Light brown;
Eyes Black; Age 30; Patron Deity Vaprak,
WHITE DRAGON, YOUNG CR 4
Always CE Medium Dragon (Cold)
Init +4; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +14, Spot +14
Languages Draconic
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AC 18, touch 10, flat-footed 18 (+8 natural)
hp 76 (9 HD)
Immune cold, sleep, paralysis
Fort +8, Ref +6, Will +6
Weakness vulnerability to fire
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Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee Bite +12 (1d8+2) and 2 Claws +9 (1d6+1) and 2 Wings +9 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +11
Special Actions breath weapon (30 ft. cone of cold 3d6, DC 16)
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Abilities Str 15, Dex 10, Con 15, Int 6, Wis 11, Cha 6
SQ icewalking
Feats Alertness, Multiattack, Improved Initiative, Weapon Focus (bite)
Skills Concentration +3, Diplomacy −1, Escape Artist +1, Hide +1, Intimidate −1, Knowledge (any 1) +1, Listen +14,
Move Silently +1, Search +10, Sense Motive +1, Spot +14, Swim +3, Use Magic Device −1
Advancement 10-11 HD (Medium)
Level adjustment +3
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Blindsense (Ex) Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't
actually see still have total concealment against the dragon.
Breath Weapon (Su) A white dragon has one type of breath weapon, a cone of cold.
Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog
spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a
grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the
equivalent of a 5th-level spell.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is
always in effect.
Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in
normal light. It also has darkvision out to 120 feet.
Skills Hide, Move Silently, and Swim are considered class skills for white dragons.

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