3e SRD:Giant, Frost

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Frost Giant

Size/Type: Large Giant (Cold)
Hit Dice: 14d8+70 (133 hp)
Initiative: -1 (Dex)
Speed: 40 ft. (hide armor); base 40 ft.
AC: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt)
Attacks: Huge greataxe +18/+13 melee; or rock +9/+4 ranged
Damage: Huge greataxe 2d8+13; or rock 2d6+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Rock catching, cold subtype
Saves: Fort +14, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 10, Cha 11
Skills: Climb +13, Jump +13, Spot +6
Feats: Cleave, Great Cleave, Power Attack, Sunder
Climate/Terrain: Any cold land and underground
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

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Combat

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or 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 a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Frost Giant Characters

Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).



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