FROST GIANT JARL
{{Monster Table
| style=
| creature=Frost Giant Jarl, 8th-Level Blackguard
| size=Large | type= Giant (Cold)
| hd=14d8+84 plus 8d10+48 | hp=231
| init= +5
| speed= 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
| ac= 29 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor) | touch= 10 | flat= 28
| bab= +18 | grapple=+33
| at= +2 frost greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
| full_at= +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)
| space= 10 ft. | reach=10 ft.
| sa= Rock throwing, smite good, sneak attack +2d6
| sq= 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
| fort= +25 | ref= +13 | will= +13
| str=32 | dex=12 | con=22 | int=10 | wis=12 | cha=18
| 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
| env= Cold mountains
| org= Solitary or with tribe
| cr= 17
| treas= Standard
| align=Always chaotic evil
| adv= By character class
| la= —
}}
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)
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Category:SRD Category:Creature Category:CR17 Category:Chaotic Alignment Category:Cold Climate Category:Cold Subtype Category:Evil Alignment Category:Giant Type Category:Large Size Category:Mountain Terrain{{OGL Bottom|the System 3.5 Reference Document|SRD}}