Kargstaad
Creature 19 (unique) — cold, giant, humanoid
Pre-Remaster content. May include legacy alignment.
CrasherAnvilLANDcoldgiant
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; low-light-vision
Languages aklo, common, fey, jotun
Skills athletics +39, crafting +33, intimidation +37, stealth +33 (+37 in snow)
Str
+10
Dex
+6
Con
+8
Int
+4
Wis
+6
Cha
+8
Items Hatchet (4), Hide Armor, Sack
AC 43
Fort +35
Ref +31
Will +33
juggernaut
HP 360 (fast healing 20)
Immunities cold
Weaknesses fire 20
Speed 30 feet (ice stride)
Offense
Melee Hatchet (agile, magical, sweep) +37, Damage 3d6+18 slashing plus 2d6 cold
Ranged Rock (brutal) +35, range increment 120 feet, Damage 2d10 + 18 bludgeoning plus Rock
Abilities
Fast Healing 20 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Attack of Opportunity —
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 (Escape).
The giant can't use Chill Breath again for 1d4 rounds.
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 (Escape).
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 — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
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.
WORKS WELL WITH
WeaverLANDArea control herds enemies into the giant's Wide Swing arc and Chill Breath cone.
SniperLANDRanged attackers exploit the distraction as the giant Rages into the front line.
MenderLANDSustained healing supports the giant's aggressive front-line tempo despite the fire weakness.
PUNISHES
✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Kargstaad in the encounter builder — free, no install.
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