SRD:Frost Giant Jarl
| This material is published under the OGL 1.0a. |
FROST GIANT JARL
| Frost Giant Jarl, 8th-Level Blackguard | |
|---|---|
| Size/Type: | Large Giant (Cold) |
| Hit Dice: | 14d8+84 plus 8d10+48 (231 hp) |
| Initiative: | +5 |
| Speed: | 30 ft. in +2 full plate armor (6 squares); base speed 40 ft. |
| Armor Class: | 29 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28 |
| Base Attack/Grapple: | +18/+33 |
| Attack: | +2 frost greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11) |
| Full Attack: | +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Rock throwing, smite good, sneak attack +2d6 |
| Special Qualities: | Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, resistance to fire 10, rock catching, vulnerability to fire |
| Saves: | Fort +25, Ref +13, Will +13 |
| Abilities: | Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18 |
| Skills: | Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5 |
| Feats: | Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw |
| Environment: | Cold mountains |
| Organization: | Solitary or with tribe |
| Challenge Rating: | 17 |
| Treasure: | Standard |
| Alignment: | Always chaotic evil |
| Advancement: | By character class |
| Level Adjustment: | — |
FROST GIANT JARL
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.
Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.
Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st—cause fear, doom, magic weapon; 2nd—bull’s strength.
Possessions: +2 frost greataxe, +2 full plate armor, cloak of charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)
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