Giant, Frost, Jarl* (CR 17)
Large Giant (Cold)
Alignment: Always chaotic evil
Initiative: +5 (+1 Dex, Improved Initiative); Senses: low-light vision and Spot +5
AC: 29 (-1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28
Hit Dice: 14d8+84 plus 8d10+48 (231 hp)
Fort +25, Ref +13, Will +13
Speed: 40 ft., 30 ft. in +2 full plate armor.
Space: 10 ft./10 ft.
Base Attack +18; Grapple +33
Attack: +2 frost greataxe +30 melee or slam +28 melee or rock +18 ranged
Full Attack: +2 frost greataxe +30/+25/+20/+15 melee or 2 slams +28 melee or rock +18 ranged
Damage: +2 frost greataxe 3d6+18/x3 plus 1d6 cold, slam 1d4+11, rock 2d6+11
Special Attacks/Actions: Rock throwing, smite good, sneak attack +2d6
Abilities: Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
Special Qualities: Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, poison use, resistance to fire 10, rock catching, vulnerability to fire. [Note: 8th-Level Blackguard.]
Feats: Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Skills: Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, and Spot +5
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary or with tribe
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.)
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
This is a sample creature derived from a Template.