D20:Frost Giant Jarl Creature
[top]FROST GIANT JARL
CR 17 | ||
---|---|---|
HP 231, hd14d8+84 plus 8d10+48 Initiative +5AC 29 (?1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-fooded 28 Fort +25, Ref +13, Will +13 Speed 30 ft. in +2 full plate armor (6 squares); base speed 40 ft. Spot , Listen | ||
Standard attacks BAB +18, Grapple +33 | ||
Attacks | ||
Full attack: +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11) | ||
Special Attacks/Qualities | ||
Rock throwing, smite good, sneak attack +2d6 | ||
Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, resistance to fire 10, rock catching, vulnerability to fire | ||
Skills Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5 | ||
Feats Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw | ||
Str 32 Con 22 Dex 12 Int 10 Wis 12 Cha 18 | ||
Alignment Always chaotic evil, Environment Cold mountains, Organisation Solitary or with tribe |
[top]FROST GIANT JARL
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a ?2 penalty on all saving throws.
Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.
Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.
Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st?cause fear, doom, magic weapon; 2nd?bull?s strength.
Possessions: +2 frost greataxe, +2 full plate armor, cloak of charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)
SEE WIKIPEDIA ENTRY:
System Reference Document -> List of Creatures (SRD)
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a ?2 penalty on all saving throws.
Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.
Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.
Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st?cause fear, doom, magic weapon; 2nd?bull?s strength.
Possessions: +2 frost greataxe, +2 full plate armor, cloak of charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)
SEE WIKIPEDIA ENTRY:
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Chaotic Alignment | Cold Climate | Cold Subtype | CR17 | Creature | D20 | D20 Stat Block | Evil Alignment | Giant Type | Large Size | Mountain Terrain | SRD
Created by Last edited by , 10-23-2011 at 12:00 PM 0 Comments, 8,328 Views |
, 05-20-2007 at 09:05 AM
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