BRCS:Chapter nine/Creatures/Giant, ice

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Huge Giant (Cold)
Hit Dice: 15d8+120 (187 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 22 (-2 size, -1 Dex, +15 natural)
Attacks: Gargantuan greatclub +19/14/9 melee or frozen rock +9/4/-1 ranged
Damage: Gargantuan greatclub 2d8+15 or frozen rock 2d10+10+1d10 cold
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Spell-like abilities, frozen rock
Special Qualities: Rock catching, cold subtype, rime sheath
Saves: Fort +17, Ref +4, Will +6
Abilities: Str 31, Dex 9, Con 26, Int 12, Wis 13, Cha 11
Skills: Climb +16, Jump +16, Spot +7
Feats: Cleave, Great Cleave, Power Attack, Weapon Focus (frozen rock)

Climate/Terrain: Any cold land
Organization: Solitary or family (2-4 plus 50% noncombatants)
Challenge Rating: 12
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Ice giants are cruel and spiteful creatures that survive in the frozen north of Cerilia. They appear as huge, human-like creature, with pale white skin and white or bluish hair, all covered in frost, rime, and shards of ice. Ice giants stand about 16 feet tall, weighing about 4,000 pounds.
Ice giants prefer to open combat by hurling their frozen rocks, then employ their spell-like abilities before closing for melee.
Frozen rock (Ex): Any rock the ice giant throws is frozen and fragile. If it hits, it will inflict 1d10 cold damage to the victim it hits and anyone within 5 feet of him. Those standing next to the target gets a reflex save (DC 16) for half damage; the person hit does not. Any person hit by a frozen rock that suffers the cold damage must also make a fortitude save (DC 16), or take 1 point of temporary strength damage. Ice giant thrown rocks have a range increment of 120 feet.
Rime sheath (Ex): Any creature that comes within 5 feet of an ice giant must make a fortitude save at DC 16 each round, or take 1d10 points of cold damage and 1 point of temporary strength damage from the intense cold. Anyone that actually comes into physical contact with the giant (through grappling, attacking unarmed, etc) must make an extra save for this circumstance.
Spell-like abilities: At will - fog cloud; 1/day - cone of cold, ice storm, wall of ice and summon monster VI (to summon a large [frozen] water or ice elemental only). These abilities are as the spells, cast by a 15th-level sorcerer, with a save DC of 10 + spell level where applicable.
Rock catching (Ex): An ice giant can catch small, medium-size or large rocks (or similar projectiles) thrown at it once per round as a free action, by making a reflex save, against a DC of 15 for small objects, 20 for medium-size objects and 25 for large objects, modified by any magical attack bonuses the projectile has. The giant must be ready for and awaiting the attack.
Cold subtype: Ice giants are immune to cold damage and effects; they take double damage from fire except on a successful save.

See Also: Giant ecology - How giants fit into Cerilia
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.

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