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Frost Giant

Creature 9 — cold, giant, humanoid

Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who ferociously defend their expanse of tundra to nomadic families that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by the family member who exhibits the greatest ferocity and prowess in battle—often a massive bully who demands absolute obedience from the rest. Frost giants' appea

Source: pathfinder-monster-core

Perception +17
Skills athletics +23, crafting +18, intimidation +18, nature +17, stealth +17
Str
+6
Dex
+0
Con
+5
Int
+0
Wis
+2
Cha
+0
AC 29 Fort +23 Ref +16 Will +16
HP 150
Immunities cold
Weaknesses fire 10
Speed 30 feet

Offense

Melee Greataxe +21, Damage 2d12+12 slashing
Melee Fist +21, Damage 2d8+12 bludgeoning
Ranged Icicle +21, Damage 3d6 cold plus 2d8 piercing

Abilities

Reactive Strike — Reactive Strike
Chill Breath (cold, primal) — The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a DC 28 Reflex save. A creature that fails its save is also Immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (). The giant can't use Chill Breath again for 1d4 rounds.
Ice Stride — A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.
Wide Swing — The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within their reach. This counts as two attacks for the frost giant's multiple attack penalty.

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