Giant, Frost
Large Giant (Cold) — CR 9
Giant, Frost is a D&D 3.5 monster from —. CR 9, HD 14d8+70 (133 hp).
- Hit Dice
- 14d8+70 (133 hp)
- Initiative
- -1
- Speed
- land 40 ft, 40 ft.
- Base Attack / Grapple
- +10/+23
- Attack
- Greataxe +18 melee; or slam +18 melee, or rock +9 ranged
- Full Attack
- Greataxe +18+13 melee; or 2 slams +18 melee, or rock +9 ranged
- STR
- 29
- DEX
- 9
- CON
- 21
- INT
- 10
- WIS
- 14
- CHA
- 11
- Fort / Ref / Will
- +14 / +3 / +6
- Challenge Rating
- 9
- Alignment
- Often chaotic evil
- 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 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 35% noncombatants 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)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Rock ThrowingRock Catching
Feats
Description
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. Their thrown rocks have a range increment of 120 feet.
A favorite strategy is to lay an ambush by hiding buried the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.
Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.