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Kargstaad

Creature 19 (unique) — cold, giant, humanoid

Pre-Remaster content. May include legacy alignment.

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 claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle-massive brutes who proclaim themselves jarl and demand absolute obedience from their followe

Source: kingmaker-bestiary (Pre-Remaster)

Perception +33
Skills athletics +39, crafting +33, intimidation +37, stealth +33
Str
+10
Dex
+6
Con
+8
Int
+4
Wis
+6
Cha
+8
AC 43 Fort +35 Ref +31 Will +33
HP 360
Immunities cold
Weaknesses fire 20
Speed 30 feet

Offense

Melee Hatchet +37, Damage 3d6+18 slashing plus 2d6 cold
Ranged Rock +35, Damage 2d10 + 18 bludgeoning

Abilities

Fast Healing 20 — Fast Healing
Attack of Opportunity — Attack Of Opportunity
Catch Rock — Catch Rock
Juggernaut — When Kargstaad rolls a success on a Fortitude save, he gets a critical success instead.
Chill Breath (cold, primal) — The frost giant breathes out a 15-foot cone{15-foot cone} of freezing moisture that quickly condenses into ice, dealing 9d6 cold damage. Each creature in the cone must attempt a DC 41 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.
Hatchet Onslaught
Ice Stride — A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
Rage
Throw Rock — Throw Rock
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 its reach. This counts as two attacks for the frost giant's multiple attack penalty.

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