Giant, Frost, Tundra Scout
Large Giant (Cold) — CR 10
Giant, Frost, Tundra Scout is a D&D 3.5 monster from —. CR 10, HD 14d8+98 (161 hp).
- Hit Dice
- 14d8+98 (161 hp)
- Initiative
- +1
- Speed
- land 40 ft, 40 ft.
- Base Attack / Grapple
- +10/+23
- Attack
- Longspear +18 melee or slam +18 melee or rock +10 ranged
- Full Attack
- Longspear +18/+13 melee or 2 slams +18 melee or rock +8/+8/+3 ranged
- STR
- 28
- DEX
- 13
- CON
- 24
- INT
- 12
- WIS
- 17
- CHA
- 8
- Fort / Ref / Will
- +16 / +5 / +7
- Challenge Rating
- 10
- Alignment
- Often chaotic evil
- Organization
- Solitary, pair, gang (3-5), or war party (2-5 plus 3-6 frost giants plus 1 3rd-level frost giant cleric or sorcerer plus 2-8 winter wolves)
- Treasure
- Standard
- Level Adjustment
- +4
Special Abilities
Rock Throwing
Feats
Description
Tundra scouts often fight enemies in the wide-open spaces of the everfrost. They prefer to bombard their foes with long-distance rock throwing, and are willing to back away from enemies to keep the range open. Only when an enemy proves that a ranged fight is disadvantageous for the tundra scouts will they close in to melee. When possible, tundra scouts set deadly traps and prepare ambushes for unwary foes.
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.