Frost Giant Reaver: Difference between revisions

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m (Text replacement - " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-6-Concentration" to " <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | Ability-6-Actio...)
m (Text replacement - "| Min-CR = 12" to "| Min-CR = 11")
 
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| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 17
| CR | 14
   <!-- Value: integer between 1 and 35. -->
   <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 11
| Max-CR = 19


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | 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.
| Description | 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.
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.  
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.
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 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.
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.
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.
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.
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.
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.
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.  
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.   
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 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.


:Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle.  Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.
Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle.  Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.


:Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.
Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- 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 second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- 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 -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- 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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- 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) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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<!--  SPECIAL ABILITIES  -->
<!--  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) -->




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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Swift Action 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Free Action 2/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Immediate Action 1/Enc
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Action-Required =  
| Ability-4-Action-Required = Swift Action 1/Enc after damaged
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
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| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
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| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
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         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Broken Ice Heart


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Su
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Rez-Power--Concentration =  
| Role-Only--Replace-Rez-Power--Concentration =  
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         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = When a Resurrecting Frost Giant is made dead the first time in a given encounter, they do not die.  Instead, they fall to a knee, sag against a wall, clutch their chest, or otherwise signal their distress. But then, there is an audible, horrible, crunch from within their bodies, and a massive gust of utter, polar cold wafts from their bodies as they are rimed, head to toe, in bitter blue-white frost.
 
When Broken Ice Heart activates, their hit points are reset to equal their Bloodied Value of {{Bloodied-Hit-Points}}, the Resurrecting Frost Giant has all their conditions removed at the beginning of their next turn, including the ability to stand without penalty, and they may fight on.
 
The Resurrecting Frost Giant gains no immunity to damage from Broken Ice Heart, but the chilling breeze that blows from their super-chilled skin wafts outward, affecting all squares within 5 squares of their space (a 13x13 square area if they are the default size Huge). All creatures caught within the cold waft of their Bitter Ice Heart suffer {{Special-Alpha-Dmg}} hit points of {{dmg|cold}} damage, and are allowed a Fort save to take half damage.
 
In addition, any creature caught in the area of effect of Broken Ice Heart which is suffering from the effects of a [[Burned]] or [[Immolated]] condition inflicting Cold damage, find that the condition activates when Broken Ice Heart activates (regardless of save) and the damage from the bonus activation of the condition is added to the damage from Broken Ice Heart for purposes of bypassing damage resistance.


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
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         It does not replace any of the default powers that killers normally get.            -->
         It does not replace any of the default powers that killers normally get.            -->


| Role-Only--Add-Killer-Power--Name =  
| Role-Only--Add-Killer-Power--Name = Cold Killer's Fury


| Role-Only--Add-Killer-Power--Type =  
| Role-Only--Add-Killer-Power--Type = Ex
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required = Immediate Action 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Killer-Power--Concentration =  
| Role-Only--Add-Killer-Power--Concentration =  
Line 1,004: Line 1,021:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Add-Killer-Power--Description =  
| Role-Only--Add-Killer-Power--Description = After the Frost Giant Killer is injured in battle by an enemy, their cold anger removes all constraints on their behavior, and the Killer will begin to bite and gnash nearby foes. Once per round, at the time of their choosing, they may bite all enemies within their reach. There is no to-hit roll for this dire attack, which inflicts {{Special-Swift-Dmg}} points of {{dmg|Gnashing}} damage on all foes in their melee reach when they use their Cold Killer's Fury power.
 
If the foe is suffering from the [[Burned]] condition, inflicting {{dmg|cold}} damage, then they may make a Will-based saving throw against a DC of {{Save-DC}} when Cold Killer's Fury damages them. If they make the save, nothing further happens. if they fail this save, then that condition is escalated to [[Immolated]], instead.


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,046: Line 1,065:
| Role-Only--Replace-Leader-Power--Type =  
| Role-Only--Replace-Leader-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Leader-Power--Concentration =  
| Role-Only--Replace-Leader-Power--Concentration =  
Line 1,093: Line 1,116:
| Role-Only--Replace-Legend-Power--Type =  
| Role-Only--Replace-Legend-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Legend-Power--Concentration =  
| Role-Only--Replace-Legend-Power--Concentration =  
Line 1,140: Line 1,167:
| Role-Only--Replace-Minion-Power--Type =  
| Role-Only--Replace-Minion-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Minion-Power--Concentration =  
| Role-Only--Replace-Minion-Power--Concentration =  
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| Role-Only--Replace-Shooter-Power--Type =  
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Shooter-Power--Concentration =  
| Role-Only--Replace-Shooter-Power--Concentration =  
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| Role-Only--Add-Skirmisher-Power--Type =  
| Role-Only--Add-Skirmisher-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Add-Skirmisher-Power--Concentration =  
| Role-Only--Add-Skirmisher-Power--Concentration =  
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| Role-Only--Replace-Sneak-Power--Type =  
| Role-Only--Replace-Sneak-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Role-Only--Replace-Sneak-Power--Concentration =  
| Role-Only--Replace-Sneak-Power--Concentration =  
Line 1,286: Line 1,329:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,319: Line 1,416:
| CombatTactics = Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them.  Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.
| CombatTactics = Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them.  Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.


:Melee attackers will not find Reavers an easy foe, however.  Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE.  They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit and damage. They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.
Melee attackers will not find Reavers an easy foe, however.  Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE.  They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit and damage. They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.


:In battle, Reavers are far too chaotic to work out in advance things like flanks and tactics.  They charge in and let their natural abilities carry them through the battle.  They try to attack bunched-up foes so they can try Cleaves as often as possible, and will use five foot steps in melee to force non-reach foes to move, thus risking Attacks of Opportunity.  In general, if there is a way for a Reaver to weasel its way into an additional attack, it will take it. That said, if they happen to see an opportunity for an easy flank, or an opening where a Bull Rush, Trip, or a Reposition will work in their favor, they are plenty cagey enough to try it.
In battle, Reavers are far too chaotic to work out in advance things like flanks and tactics.  They charge in and let their natural abilities carry them through the battle.  They try to attack bunched-up foes so they can try Cleaves as often as possible, and will use five foot steps in melee to force non-reach foes to move, thus risking Attacks of Opportunity.  In general, if there is a way for a Reaver to weasel its way into an additional attack, it will take it. That said, if they happen to see an opportunity for an easy flank, or an opening where a Bull Rush, Trip, or a Reposition will work in their favor, they are plenty cagey enough to try it.


:Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away.  Their high ground speed makes this more viable than many would suspect, too.  If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.
Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away.  Their high ground speed makes this more viable than many would suspect, too.  If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.








<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Reavers are cold, greedy, calculating creatures, whose quick hands and ruthless thirst for murder, rapine, and mayhem means they are best kept out in the field, away from other Frost Giants.  As a result, they are valued in Frost Giant society...from afar.  Reavers get out a lot, and they are frequently encountered by a group of victims stumbling into an ambush.   
| OutOfCombat = Reavers are cold, greedy, calculating creatures, whose quick hands and ruthless thirst for murder, rapine, and mayhem means they are best kept out in the field, away from other Frost Giants.  As a result, they are valued in Frost Giant society...from afar.  Reavers get out a lot, and they are frequently encountered by a group of victims stumbling into an ambush.   


:When Reavers are integrated into a larger Giantish society, they are not held in reserve as guards, but instead sent out on endless, relentless raids and attacks, attacking at night and under the cover of storms.  This suits Reavers just fine, and if they are ever found in a 'civilized' setting, they will be even more eager than most Frost Giants to start a fight or stage a home invasion on a sleeping party.
When Reavers are integrated into a larger Giantish society, they are not held in reserve as guards, but instead sent out on endless, relentless raids and attacks, attacking at night and under the cover of storms.  This suits Reavers just fine, and if they are ever found in a 'civilized' setting, they will be even more eager than most Frost Giants to start a fight or stage a home invasion on a sleeping party.





Latest revision as of 09:56, 3 May 2022

Frost Giant Reaver (CR 14)

Chaotic Evil - Huge - Humanoid (Giant)
Lore: Know (Local)
28 43
Basic DC Full DC
Initiative
Initiative Icon 2.png
26
Perception:
35 +25
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
36
Man Def
Shield Icon 3.png
37
Monster Health
382 191 27
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +16
Refl: +13
Will: +11

Strong Against:

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

Offense

Size: Huge
15 ft. 15 ft.
Space Reach
To-Hit
+21
Sword Icon 3.png
Man Off
+25
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +4 on Cleaves

Standard Attack (Melee):

  • 1x Icebreaker Hammer +21 (3d8+13/19-20 x2)
    as bludgeoning (physical, common)
    plus: Torpid

Full Attack (Melee):

  • 3x Icebreaker Hammer +21 (3d8+13/19-20 x2)
    as bludgeoning (physical, common)
    plus: Torpid

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

36
STR
18
DEX
32
CON
8
INT
14
WIS
16
CHA

Skills:

Languages: Giant, Common

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Bitter Challenge (Ex) Swift Action 1/Rnd

Once per round as a swift action, a Frost Giant Reaver may 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, nor is line of sight required. 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 caster checks, when taking any attack or action that does 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.

Catch Boulders (Ex) Free Action 2/Rnd

Twice 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, bolts, bullets, or 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 means the attack is interrupted and lost but the weapon still returns to the wielder.

Cold Stare (Su) Immediate Action 1/Enc

Once per encounter as an immediate action, a Frost Giant Reaver may direct a cold, murderer's stare at any creature who damaged it with any attack from beyond its reach. Cold Stare inflicts 3d8+13 points of Cold (energy, common) damage and inflicts the Paralyzed condition until the start of the Frost Giant's next turn. Making a Fort save against a DC of 24 reduces the Cold damage by half and lowers the Paralyzed condition to an Entangled condition instead, which still expires at the start of the Reaver's next turn.

Cold Fury (Ex) Swift Action 1/Enc after damaged

Once per encounter, as a swift action which can only be taken after they have suffered damage from an enemy, a Frost Giant Reaver can allow its cold-hearted anger to suffuse its body with strength. When triggered, the Reaver is healed for 80 hit points, and for the rest of the encounter receives a +2 Rage bonus to all attacks and damage rolls.

Frost Giant Reaver

Frost Giant Reaver

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.

Frost Giant Reavers are members of Frost Giant 'society' that are well-known for their ability to fly into a cold, murderous rage in battle, making them some of the most dangerous Frost Giants in a melee battle. Reavers are often seen in raiding parties, serving as muscle for a Frost Giant Jarl, or even occasionally leading their own small dysfunctional band of cold-natured killers. In combat Reavers have few compunctions or fears, and will close to melee combat without fear or hesitation.

Reavers tend to fight more sneakily than most other Frost Giants, and are likely to set ambushes, lay traps, hide, and generally make a mighty nuisance of themselves. A favorite trick is to lie in wait while buried in snow, and a raiding party of Reavers scrambling to their feet from beneath a snow bank is the last thing far too many hapless travelers have ever seen.

Combat Tactics

Frost Giant Reavers will typically charge directly into melee combat as fast as possible, and will seek to stay between any ranged attackers and their back ranks, so they can use their Catch Boulders power to swat away attacks going past them. Anyone foolish enough to shoot them at range with enough skill and force to overcome their Catch Boulders ability will be frozen immediately with their fearsome Cold Stare ability, which is usually more than enough to stop further ranged attacks.

Melee attackers will not find Reavers an easy foe, however. Reavers will move in melee without a worry for attacks of opportunity, trusting their Mobility to protect them, and as they start taking damage they actually get WORSE. They will often hold their Cold Fury to try and maximize the healing burst they receive, but they're also likely to trigger it early, to gain the bonus to-hit and damage. They will throw a Bitter Challenge every round, treating it like a game, to always challenge a foe that can't reach them.

In battle, Reavers are far too chaotic to work out in advance things like flanks and tactics. They charge in and let their natural abilities carry them through the battle. They try to attack bunched-up foes so they can try Cleaves as often as possible, and will use five foot steps in melee to force non-reach foes to move, thus risking Attacks of Opportunity. In general, if there is a way for a Reaver to weasel its way into an additional attack, it will take it. That said, if they happen to see an opportunity for an easy flank, or an opening where a Bull Rush, Trip, or a Reposition will work in their favor, they are plenty cagey enough to try it.

Once combat begins, Reavers are NOT true berserkers: Their anger is cold, and if things are going poorly in battle, they will withdraw from a fight without hesitation if they think they can get away. Their high ground speed makes this more viable than many would suspect, too. If they cannot withdraw, they will fight to the death if they must or surrender if their foes look like the sorts to take prisoners.

Out of Combat

Reavers are cold, greedy, calculating creatures, whose quick hands and ruthless thirst for murder, rapine, and mayhem means they are best kept out in the field, away from other Frost Giants. As a result, they are valued in Frost Giant society...from afar. Reavers get out a lot, and they are frequently encountered by a group of victims stumbling into an ambush.

When Reavers are integrated into a larger Giantish society, they are not held in reserve as guards, but instead sent out on endless, relentless raids and attacks, attacking at night and under the cover of storms. This suits Reavers just fine, and if they are ever found in a 'civilized' setting, they will be even more eager than most Frost Giants to start a fight or stage a home invasion on a sleeping party.

Rewards

XP: 38,400

Treasure: Sellable Goods worth 23,625 gp.

Weight: 140 lbs.     Volume: 5.6 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)