Frost Giant Raid (CR 15)

img
May
21
Deus Ex  

The Setup:

War has broken out between the frozen clans of the Frost giants and the burning empire of the Fire giants. Ancient disagreements and instinctual animosity has finally brought these two warlike cultures to battle.

In a bid to cause chaos and havoc throughout the Fire giant countryside, Jarl Skarn Winterblight has sent one of his Frozen Skulls (elite clerics of Ymir) and a band of men on a mission of scorched (or frozen in this case) earth.

Marwig, the leader of this particular Frozen Skull band is headed to the small and relatively unprotected Fire giant town of Emberheim and has traveled several weeks from home with his troops. They still have much further to travel and are hurrying across the countryside.

The giants travel at night, utilizing their low-light vision to keep their presence hidden. They unknowingly stumble across the PCs as the go.

The frost giants travel as a pack across the landscape, usually with Marwig in the center and his troops spread out, but within twenty feet. The troops see Marwig as a good leader and they respect him, they are on a war footing and will fight to the death to see that the mission is completed while also reserving their place in the halls of the afterlife.

Marwig in turn respects his men and don’t want to see them uselessly throw away their lives, so he will use his spells as best he can to ensure victory. To start he will cast prayer, buffing as many of his men as he can with it. He then starts to pick off as many of the enemy as he can, Hold Person on a melee combatant, Silence on a caster, and Deeper Darkness on anyone that looks like it would hinder.

If reduced to 25% hit points and all his troops have perished, Marwig will flee to report the encounter to Jarl Skarn Winterblight so that his leader will have knowledge of the PCs. If killed and examined, Marwig has orders from the Jarl printed on a sealskin telling him to make as much chaos as he can, they can also see that he has a tattoo of a skull made from ice across his back.

Download Frost Giant Raid - CR15 (214 downloads)

The Bad Guys

Marwig the Frozen Skull

Frost Giant Cleric (Marwig)    CR 12

XP 19,200

Male frost giant cleric of Ymir 6 (Pathfinder RPG Bestiary 149)

CE Large humanoid (cold, giant)

Init -1; Senses low-light vision; Perception +10

Defense

AC 27, touch 8, flat-footed 27 (+7 armor, -1 Dex, +9 natural, +3 shield, -1 size)

hp 186 (20d8+106)

Fort +19, Ref +5, Will +11

Defensive Abilities rock catching; Immune cold

Weaknesses vulnerable to fire

Offense

Speed 40 ft. (30 ft. in armor)

Melee heavy pick +22/+17/+12 (1d8+9/×4) or

2 slams +17 (1d8+4)

Space 10 ft.; Reach 10 ft.

Special Attacks

channel negative energy 3/day (DC 13, 3d6), rock throwing (120 ft.)
Domain Spell-Like Abilities (CL 6th; concentration +8)

5/day—icicle (1d6+3 cold), touch of darkness (3 rounds)

Cleric Spells Prepared (CL 6th; concentration +8)

3rd—deeper darknessD, invisibility purge, prayer

2nd—aid, blindness/deafness (blindness only)D (DC 14), darkness, hold person (DC 14), silence (DC 14)

1st—bless, command (DC 13), divine favor, entropic shield, obscuring mistD

0 (at will)—guidance, mending, purify food and drink (DC 12), stabilize

D Domain spell; Domains Darkness, Water

Statistics

Str 29, Dex 9, Con 21, Int 10, Wis 15, Cha 11

Base Atk +14; CMB +24 (+26 overrun, +26 sunder); CMD 33 (35 vs. overrun, 35 vs. sunder)

Feats Blind-fight, Channel Smite, Cleave, Great Cleave, Heavy Armor Proficiency, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Shield Focus, Skill Focus (Stealth)

Skills Appraise +4, Climb +7, Craft (Armor) +5, Diplomacy +4, Heal +6, Intimidate +7, Knowledge (nature) +1, Knowledge (planes) +5, Knowledge (religion) +9, Perception +10, Sense Motive +7, Stealth -1 (+3 in snow), Survival +6; Racial Modifiers +4 Stealth in snow

Languages Common, Giant

Other Gear banded mail, heavy steel shield, heavy pick, 200 gp

Special Abilities

Blind-Fight Re-roll misses because of concealment, other benefits.

Channel Smite Channel energy can be delivered through a Smite attack.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Cleric Channel Negative Energy 3d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Icicle 1d6+3 cold (5/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.

Immunity to Cold You are immune to cold damage.

Improved Overrun You don’t provoke attacks of opportunity when overrunning, and foe can’t choose to avoid you.

Improved Sunder You don’t provoke attacks of opportunity when sundering.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Power Attack -4/+8 You can subtract from your attack roll to add to your damage.

Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.

Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.

Shield Focus +1 Shield AC

Touch of Darkness (3 rounds, 5/day) (Sp) With a melee touch attack, target suffers 20% miss chance

Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.

Frost Giant Troops

Frost Giant (4)

 (Alf, Volund, Gunnar, Yngvi) – CR 9

XP 6,400

Male frost giant (Pathfinder RPG Bestiary 149)

CE Large humanoid (cold, giant)

Init -1; Senses low-light vision; Perception +13

Defense

AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)

hp 133 (14d8+70)

Fort +14, Ref +3, Will +6

Defensive Abilities rock catching; Immune cold

Weaknesses vulnerable to fire

Offense

Speed 40 ft.

Melee greataxe +18/+13 (3d6+13/×3) or

   2 slams +13 (1d8+4)

Space 10 ft.; Reach 10 ft.

Special Attacks rock throwing (120 ft.)

Statistics

Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Base Atk +10; CMB +20 (+22 overrun, +22 sunder); CMD 29 (31 vs. overrun, 31 vs. sunder)

Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus (Stealth)

Skills Acrobatics -3 (+1 to jump), Climb +13, Craft (carpentry) +5, Intimidate +7, Perception +13, Stealth +5 (+9 in snow); Racial Modifiers +4 Stealth in snow

Languages Common, Giant

Treasure standard (chain shirt, greataxe, other treasure)

Special Abilities

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Immunity to Cold You are immune to cold damage.

Improved Overrun You don’t provoke attacks of opportunity when overrunning, and foe can’t choose to avoid you.

Improved Sunder You don’t provoke attacks of opportunity when sundering.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Power Attack -3/+6 You can subtract from your attack roll to add to your damage.

Rock Catching (Ex) You can catch rocks that are thrown at you with a successful Reflex save.

Rock Throwing (120 feet) (Ex) You can throw big rocks. They hurt.

Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


PREVIOUS POST: « NEXT POST: »

You must be logged in to post a comment.

Skip to toolbar