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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.04 -->
[[Category:CR 15]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 15
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Frost Giant Scout.jpg|384px|right|xx]]
| MonsterName = Frost Giant Scout
== Frost Giant Scout (CR 15) ==
In the world, there are places where summer never comes.  There are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.


Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and Tengu. Humans, of course, live everywhere, and thrive.
| Image = Frost Giant Scout.jpg
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


But in the deepest and most bitter of the Cold Lands, there are no civilized races.  Not because they cannot bear the numbing cold.  But because there is something much older, much colder, much, much worse that already lives there.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginableThey call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.
| Description = In the world, there are places where summer never comesThere are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.


Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find.  Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of iceIn places where there is plentiful ice, Frost Giants are discouragingly common.  In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.
:Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and TenguHumans, of course, live everywhere, and thrive.


Frost Giants have many styles of 'civilization' in their lands.  There are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins.  Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.
:But in the deepest and most bitter of the Cold Lands, there are no civilized races.  Not because they cannot bear the numbing cold.  But because there is something much older, much colder, much, much worse that already lives there.  


One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territoryFrost Giants do not understand such concepts as friendship, love, mercy, or compassion. Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselves.  Frost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.
:The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginableThey call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.


Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or wealThere is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.
:Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find.  Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of iceIn places where there is plentiful ice, Frost Giants are discouragingly common.  In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.


Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murderOthers are cowards and connivers, seeking allies and pets to do the hard work of making them enrichedSome Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.
:Frost Giants have many styles of 'civilization' in their landsThere are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins.  Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.


Frost Giants delight in owning slaves, and use them in every low, demeaning way possibleThey especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.
:One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territory.  Frost Giants do not understand such concepts as friendship, love, mercy, or compassion.  Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselvesFrost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.


In addition to slaves, Frost Giants count many creatures as allies and pets. Trolls and ogres, of course, delight in Giantish companyRemorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies.  Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor.  Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.
:Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or wealThere is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.


Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnessesUnfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.  
:Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murderOthers are cowards and connivers, seeking allies and pets to do the hard work of making them enriched. Some Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.


A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space.  Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content.
:Frost Giants delight in owning slaves, and use them in every low, demeaning way possible.  They especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.


The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhereIn a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.
:In addition to slaves, Frost Giants count many creatures as allies and pets.  Trolls and ogres, of course, delight in Giantish company.  Remorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies.  Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor.  Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.


The Frost Giants presented here are ScoutsThey are lightly equipped and fleet of foot, with skills and talents suited to the wide open spaces of the taiga and the cold, snowy halls of winterholds. Scouts are often young, out in the world seeking victims to murder and loot for their pocket. Frost Giant Scouts may be simple raiders, out for nothing beyond a little casual murder and pillage...or they may be the vanguard of another Ice Age.
:Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnessesUnfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.  


:A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space.  Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content. 


=== GENERAL ===
:The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhere.  In a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.
'''CR''' 15  '''Hit Dice''' 22


'''XP''' 51,200
:The Frost Giants presented here are Scouts.  They are lightly equipped and fleet of foot, with skills and talents suited to the wide open spaces of the taiga and the cold, snowy halls of winterholds. Scouts are often young, out in the world seeking victims to murder and loot for their pocket.  Frost Giant Scouts may be simple raiders, out for nothing beyond a little casual murder and pillage...or they may be the vanguard of another Ice Age.


CE, Huge, Humanoid (Giant)


'''Init''' +7; '''Senses''' [[Low-Light Vision]], Perception +23
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


| Size = Huge
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


=== DEFENSE ===
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
'''AC''' 37, '''touch''' 26, '''flat-footed''' 31 (+10 armor, +6 dex, +6 natural, +5 deflection)
| Type | Humanoid
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''hp''' 328
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant, Cold
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Fort''' +14, '''Ref''' +18, '''Will''' +14
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Aura:''' -
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''SR:''' -
| NudgeInit = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Special Defenses:''' Catch Boulders
| Senses = [[Standard Senses]], [[Low-Light Vision]] 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Immunities:''' Immune to Cold
| NudgePerception =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Weaknesses:''' -
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| NudgeFFAC =  
'''Speed''' 80 ft.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  15 ft. / 15 ft.
| Nudge-Maneuver-Defense = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' Bitter Axe +24 (3d8+8/19-20x2) + [[Torpid]] until the end of the targets next turn
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Full Melee''' 2x Bitter Axe +24 (3d8+8/19-20x2)  + [[Torpid]] until the end of the targets next turn
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


'''Ranged''' Icicle Javelin +24 (3d8+8/x2) + Iceburst (see below), Range 200, Max Range 2000


'''Full Ranged''' 2x  Icicle Javelin +24 (3d8+8/x2) + Iceburst (see below), Range 200, Max Range 2000
<!--  SAVING THROWS  -->


'''Special Attacks''' None, but see Bitter Challenge, below
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Action Points''' 0
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses = See Catch Boulders
  <!-- Put any DR or ER values here -->


=== STATISTICS ===
| StrongAgainst = '''''Immune (no effect):'''''Cold
'''Str''' 30, '''Dex''' 18, '''Con''' 30, '''Int''' 10, '''Wis''' 16, '''Cha''' 20
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          ''''''''''
          '''''Immune (no effect):'''''                                                                   -->


'''Base Atk''' +15; '''CMB''' +24; '''Maneuver Defense:''' 32
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


'''Feats'''
| Hide-Type-Strong-Against-1 =
:* Opening Volley (EFFECT: Once per encounter, gain +4 to hit with Bitter Axe against a foe directly struck by Javelin Icicle the previous round)
| Hide-Type-Strong-Against-2 =
:* Precise Shot (EFFECT: No penalty for throwing Icicles into melee)
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


'''Skills''' Survival, +25, Stealth, +25.
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


'''Languages''' Giant, Common
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


=== SPECIAL ABILITIES ===
| MoveTypes = [[Walk]] 80 ft.
; Bitter Challenge (Ex)
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
Once per round, a Frost Giant Scout may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge. Deaf foes are immune to Bitter Challenge.  The Giant does not have to share a language with the victim.  This challenge lasts until the beginning of the Giant's next turn.  While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant. Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls. In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--   [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--   [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


; Iceburst (Su)
| NudgeReach =
Whether the Frost Giant hits or misses with an Icicle Javelin, the javelin explodes into icy shards, dealing 11 points of cold damage to any creature in the squares adjacent to the target (the minimum that can be rolled on the dice). If the icicle javelin hits its intended target, the target does not take this additional damage, but all adjacent creatures do.  If the icicle javelin misses its target, the target creature and all adjacent creatures take this additional damage. Note: Icicle Javelins that are Deflected or Reflected by a special ability do not deal Iceburst damage.
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




; Catch Boulders (Ex)
Once per round as a free action, a Frost Giant may make a Reflex Saving throw against a DC of 24 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach.  This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo.  Note that catching a projectile this way is a violent action that will set off alchemical bombs and items.  If the Giant successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it.


<!--  GENERAL ATTACK INFORMATION  -->


=== TREASURE ===
| MeleeOrNatural = Melee
sell value of approximately 18,750 gp
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType =
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->


=== COMBAT TACTICS ===
Frost Giant Scouts like to begin fights at range and lead off with a full attack with Icicle Javelins. They will target spell casters and ranged attackers with these attacks.  If they hit, then during the second round of combat they will usually take a move action to get a good angle and then charge whoever they hit, taking the +4 bonus from their Opening Volley.  Note that Frost Giants are size Huge and can Stepover size medium and smaller foes.  If they can't get a Charge but are still able to close to melee, they will do that instead.


In melee, Frost Giants will be sure to issue their Bitter Challenge each round, but they are cagey enough to be smart about it: The Bitter Challenge only works if your Challenge somebody you're NOT already fighting.  Frost Giants know this, and will thus almost always challenge somebody else than their current melee target. They will also do such things as issue a challenge to a ranged attacker, and then move around a corner, and similar nasty tricks.


Scouts that have not hit at range will continue making full attacks with their Icicle Javelins until they land a hit or are forced into melee. They trust their Iceburst power to eventually wear down most foes, so they are content to duke it out at range. They have no fear of firing into melee, they are skilled at such tactics, and Frost Giants are immune to the cold of their Icy Bursts. If they take casualties at range, they will promptly break off the fight and flee, their long legs making this more than viable against most foes.
<!-- PRIMARY ATTACK INFORMATION -->


Once they are engaged in melee, most Scouts will not break off the combat as their bloodlust gets the better of them.
| PriAtkName = Bitter Axe
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus [[Torpid]] until the end of the targets next turn
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Icicle Javelin
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack = Y
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance = 200
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 10
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes = plus Iceburst (see below)
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 30
| Dex = 18
| Con = 30
| Int = 10
| Wis = 16
| Cha = 20
 
 
<!--  FEATS  -->
 
| Feat1 = Opening Volley
| Feat2 = Precise Shot
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 = Survival
| Skill3 =
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +3
| NudgeSkill2 = +3
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Giant, common
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Bitter Challenge
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = Once per round, a Frost Giant may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge.  Deaf foes are immune to Bitter Challenge.  The Giant does not have to share a language with the victim.  This challenge lasts until the beginning of the Giant's next turn.  While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant. Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls. In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Iceburst
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Whether the Frost Giant hits or misses with an Icicle Javelin, the javelin explodes into icy shards, dealing [[Splash Damage]] in cold damage to any creature in the squares adjacent to the target (the minimum that can be rolled on the dice). If the icicle javelin hits its intended target, the target does not take this additional damage, but all adjacent creatures do.  If the icicle javelin misses its target, the target creature and all adjacent creatures take this splash damage damage instead. Note: Icicle Javelins that are Deflected or Reflected by a special ability do not deal Iceburst damage.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Catch Boulders
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per round as a free action, a Frost Giant may roll a D20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach.  This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo.  Note that catching a projectile this way is a violent action that will set off alchemical bombs and items.  If the Giant rolls an 8 or higher on this D20 roll, it successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it.  Using this ability on a weapon with Returning or Greater Returning means the attack is interrupted and lost but the weapon still returns to the wielder.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- ADDER: use any positive or negative number, or leave blank. -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Frost Giant Scouts like to begin fights at range and lead off with a full attack with Icicle Javelins. They will target spell casters and ranged attackers with these attacks.  If they hit, then during the second round of combat they will usually take a move action to get a good angle and then charge whoever they hit, taking the +4 bonus from their Opening Volley.  Note that Frost Giants are size Huge and can Stepover size medium and smaller foes.  If they can't get a Charge but are still able to close to melee, they will do that instead if it is advantageous.
 
:In melee, Frost Giants will be sure to issue their Bitter Challenge each round, but they are cagey enough to be smart about it: The Bitter Challenge works best in their twisted worldview if you Challenge somebody you're NOT already fighting.  Frost Giants know this, and will thus almost always challenge somebody else than their current melee target. They will also do such things as issue a challenge to a ranged attacker, and then move around a corner, and similar nasty tricks.
 
:Scouts that have not hit at range will continue making full attacks with their Icicle Javelins until they land a hit or are forced into melee.  They trust their Iceburst power to eventually wear down most foes, so they are content to duke it out at range.  They have no fear of firing into melee, they are skilled at such tactics, and Frost Giants are immune to the cold of their Icy Bursts. If they take casualties at range, they will promptly break off the fight and flee, their long legs making this more than viable against most foes.
 
:Once they are engaged in melee, most Scouts will not break off the combat as their bloodlust gets the better of them.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat =
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 22:18, 19 August 2017

Frost Giant Scout (CR 15)

Chaotic Evil - Huge - Humanoid (Giant, Cold)
Lore: Know (Local)
30 45
Basic DC Full DC
Initiative
Initiative Icon 2.png
28
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
37
Man Def
Shield Icon 3.png
39
Monster Health
429 214 29
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +12
Refl: +17
Will: +12

Strong Against:

  • See Catch Boulders
  • Immune (no effect):Cold
Weak Against:

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+22
Sword Icon 3.png
Man Off
+27
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bitter Axe +22 (3d8+16/19-20 x2)
    as undefined damage type
    plus Torpid until the end of the targets next turn

Full Attack (Melee):

  • 3x Bitter Axe +22 (3d8+16/19-20 x2)
    as undefined damage type
    plus Torpid until the end of the targets next turn

Standard Attack (Ranged):

  • 1x Icicle Javelin +22 (3d8+16/19-20 x2)
    as undefined damage type
    (Increment: 200 ft.; Max Range: 2000 ft.)
    plus Iceburst (see below)

Full Attack (Ranged):

  • 3x Icicle Javelin +22 (3d8+16/19-20 x2)
    as undefined damage type
    (Increment: 200 ft.; Max Range: 2000 ft.)
    plus Iceburst (see below)

Siege Damage: Not siege capable

Statistics

30
STR
18
DEX
30
CON
10
INT
16
WIS
20
CHA

Skills:

Languages: Giant, common

Feats:

  • Opening Volley (EFFECT: Successful ranged attack grants +4 on next melee attack roll)
  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)

Special Abilities

Bitter Challenge (Ex)

Once per round, a Frost Giant may, as a Swift action, challenge a foe to mortal combat. The foe challenged must be within thirty feet of the Frost Giant to issue this challenge, and the Giant must have line of effect to the foe so they may hear them issue the challenge. Deaf foes are immune to Bitter Challenge. The Giant does not have to share a language with the victim. This challenge lasts until the beginning of the Giant's next turn. While Challenged, the victim takes a -2 to-hit penalty on any attacks, and a -2 penalty on any concentration rolls, that do not target or include the Challenging Giant. Note that it is possible for a single creature to be the target of multiple Bitter Challenges from multiple Frost Giants, but the penalty is never greater than a -2 to-hit or a -2 to concentration rolls. In such a case, that creature would suffer the penalty unless its attacks included or targeted each of the Challenging giants.

Iceburst (Su)

Whether the Frost Giant hits or misses with an Icicle Javelin, the javelin explodes into icy shards, dealing Splash Damage in cold damage to any creature in the squares adjacent to the target (the minimum that can be rolled on the dice). If the icicle javelin hits its intended target, the target does not take this additional damage, but all adjacent creatures do. If the icicle javelin misses its target, the target creature and all adjacent creatures take this splash damage damage instead. Note: Icicle Javelins that are Deflected or Reflected by a special ability do not deal Iceburst damage.

Catch Boulders (Ex)

Once per round as a free action, a Frost Giant may roll a D20 any time a thrown or projectile weapon is fired at them or passes anywhere within their reach. This applies to giant thrown weapons, siege weapon projectiles, arrows and bolts and bullets, and any other thrown weapon or ammo. Note that catching a projectile this way is a violent action that will set off alchemical bombs and items. If the Giant rolls an 8 or higher on this D20 roll, it successfully catches the attack, it is interrupted and lost unless it is an alchemical bomb or effect, in which case it effects the giant which caught it. Using this ability on a weapon with Returning or Greater Returning means the attack is interrupted and lost but the weapon still returns to the wielder.

Frost Giant Scout

Frost Giant Scout

In the world, there are places where summer never comes. There are vast frozen wastelands coated in permanent ice, there are gigantic boreal forests that lie cloaked in eternal winter, there are high, bright deserts where the utter cold of the Deep Dark has settled into the world's bones permanently.

Many races with the Spark of Civility can tolerate the cold very well, most notably the rocky Oreads, the deep-dwelling Dwarves, and the well-furred Gata, Kitsune, Nagdyr and Tengu. Humans, of course, live everywhere, and thrive.
But in the deepest and most bitter of the Cold Lands, there are no civilized races. Not because they cannot bear the numbing cold. But because there is something much older, much colder, much, much worse that already lives there.
The Cold Lands are the natural home of one of the coldest, cruelest races of Giants imaginable. They call themselves Aesir, or Frostborn, or even sometimes the Rimed Ones. To all other races they are known as the Frost Giants.
Frost Giants control vast areas of territory, cold, hard places, inhospitable lands where food is hard to find. Unfortunately for the world, Frost Giants have an eerie magical metabolism and they can survive, even thrive, on nothing but a diet of ice. In places where there is plentiful ice, Frost Giants are discouragingly common. In cold, dry places such as bright deserts, Frost Giants find ice, imported from their own territory, or stolen as water from warmer climes, is a long-lasting food store that never goes bad.
Frost Giants have many styles of 'civilization' in their lands. There are roving bands of barbaric cannibals, there are vast mountaintop fortress cities of blue, bitter ice, there are vast glacier-born towns of wrackwood and tusks sprawling down the sides of mountain ranges, there are vast log fortresses in dark, cold forests, there are entire plains sculpted into lost, empty Igloo Ruins. Frost Giants live in all these places and more, sometimes in hordes, sometimes as single wanderers and hunters.
One unifying feature of the Frost Giant 'culture' is the fact that Frost Giant hearts are as cold and unforgiving as their territory. Frost Giants do not understand such concepts as friendship, love, mercy, or compassion. Every Frost Giant, from the most exalted to the lowliest, truly cares about only one thing, which is themselves. Frost Giants are capable of working together to raise mighty works, create vast fortresses and cities, and march in terrible armies, but the driving motivation behind every one of them in the masses is pure selfishness.
Another feature of Frost Giants is their pure, unrelenting evil. The cold that drives them and makes up so much of their mindset leaves no room for kindness or gentleness or weal. There is no such thing as a kindly Frost Giant, they are every one as vicious, nasty, and unfeeling as the worst monster ever spawned.
Some Frost Giants are berserkers, a cold rage driving them to maddened heights of murder. Others are cowards and connivers, seeking allies and pets to do the hard work of making them enriched. Some Frost Giants are twisted by terrible cold magic, their bones fuming with hoarfrost, and others are as patient and unforgiving as a frozen sea.
Frost Giants delight in owning slaves, and use them in every low, demeaning way possible. They especially value Stone Giants and any of the Civilized races as slaves, both for their valuable skills and abilities as well as the way they provide a fun and easy outlet for their basest urges toward rapine, torture, murder, and cannibalism.
In addition to slaves, Frost Giants count many creatures as allies and pets. Trolls and ogres, of course, delight in Giantish company. Remorhazes, winter wolves, yetis and even wendigoes are valuable pets, chattel, and allies. Frost Giants also frequently have Hill Giants as serfs, the hardy creatures enduring the cold without trouble and providing a cheap source of unending labor. Frost Giants have even been known to capture and enslave White Dragons, much to their own delight and the chagrin of such proud creatures, although anyone who crosses the Dragons must be careful indeed.
Frost Giants spend much of their time raiding, warring, and murdering among themselves, in their dark, cold fastnesses. Unfortunately, those Giantish lands that lie close to the lands of the Civilized races are considered to be Giantish lands as well, just momentarily too hot for comfort. Frost Giants delight in raiding into civilized territory, and they have developed a type of magically chilled glacier which serves as their preferred vehicle for such depredations.
A Frost Giant Glacier is a vast block of ice, easily the size of a Civilized Galleon that has been scaled up to size Huge, and each one has a full complement of Frost Giants, siege weapons, and looting/pillaging space. Such Galleons can 'sail' across dry land for up to a year before melting, and provide the Frost Giants aboard a comfortable place from which to kill and raid to their hearts content.
The Glaciers hearken back to the ages of Frost Giant glory in the past, the so called Ice Ages, when glaciers covered the world, carrying utterly victorious Frost Giant hordes to the ends of the world to crush and rule everywhere. In a Frost Giant's mind, it is just a matter of time until the next Ice Age begins, and when it does, the world will belong to them once again.
The Frost Giants presented here are Scouts. They are lightly equipped and fleet of foot, with skills and talents suited to the wide open spaces of the taiga and the cold, snowy halls of winterholds. Scouts are often young, out in the world seeking victims to murder and loot for their pocket. Frost Giant Scouts may be simple raiders, out for nothing beyond a little casual murder and pillage...or they may be the vanguard of another Ice Age.

Combat Tactics

Frost Giant Scouts like to begin fights at range and lead off with a full attack with Icicle Javelins. They will target spell casters and ranged attackers with these attacks. If they hit, then during the second round of combat they will usually take a move action to get a good angle and then charge whoever they hit, taking the +4 bonus from their Opening Volley. Note that Frost Giants are size Huge and can Stepover size medium and smaller foes. If they can't get a Charge but are still able to close to melee, they will do that instead if it is advantageous.

In melee, Frost Giants will be sure to issue their Bitter Challenge each round, but they are cagey enough to be smart about it: The Bitter Challenge works best in their twisted worldview if you Challenge somebody you're NOT already fighting. Frost Giants know this, and will thus almost always challenge somebody else than their current melee target. They will also do such things as issue a challenge to a ranged attacker, and then move around a corner, and similar nasty tricks.
Scouts that have not hit at range will continue making full attacks with their Icicle Javelins until they land a hit or are forced into melee. They trust their Iceburst power to eventually wear down most foes, so they are content to duke it out at range. They have no fear of firing into melee, they are skilled at such tactics, and Frost Giants are immune to the cold of their Icy Bursts. If they take casualties at range, they will promptly break off the fight and flee, their long legs making this more than viable against most foes.
Once they are engaged in melee, most Scouts will not break off the combat as their bloodlust gets the better of them.

Out of Combat

Rewards

XP: 51,200

Treasure: Sellable Goods worth 32,125 gp.

Weight: 150 lbs.     Volume: 6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)