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Pathfinder Second Edition

Compendium

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Frost Giant

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Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost Giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle—massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a Frost Giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning Champion continues leading the clan or the victorious challenger assumes control.

Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft Weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color.

A typical Frost Giant stands about 15 feet tall and weighs approximately 2,800 pounds.

Attributes

Frost Giant

Creature 9

CELargeCold, Giant, Humanoid
  • Perception17; low-light vision
  • LanguagesCommon, Jotun
  • Skills athletics 23 crafting 18 intimidation 18 stealth 17 (+21 in snow)
  • Str6Dex0Con5Int 0Wis2Cha0
  • Items breastplate +1 striking greataxe sack with 5 rocks
  • AC 29 Fort23Ref16Will16
  • HP 150 Immunitiescold Weaknessesfire 10
  • Ice Stride A frost giant isn’t impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
  • Catch Rock TriggerThe monster is targeted with a thrown rock Strike or a rock would fall on the monster. Requirements: The monster must have a free hand but can Release anything it’s holding as part of this reaction. Effect: The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
  • Speed30 feet, ice stride
  • Melee greataxe 21 (magical, reach 10 feet, sweep) Damage2d12+12 slashing fist 21 (agile, reach 10 feet) Damage2d8+12 bludgeoning
  • Ranged rock 21 (brutal, range increment 120 feet) (range 120)Damage2d10+9 bludgeoning
  • Chill Breath (cold, evocation, primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 (4d6) cold damage. Each creature in the cone must attempt a DC 28 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 (2d6) cold damage at the end of each of its turns until it gets free (Escape DC 28). The giant can’t use Chill Breath again for 1d4 (1d4) rounds.
  • Throw Rock The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
  • Wide Swing The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant’s multiple attack penalty.