Giant, Frost, Tundra Scout (CR 10)
Large Giant (Cold)
Alignment: Often chaotic evil
Initiative: +1 (Dex); Senses: low-light vision and Spot +10
AC: 23 (-1 size, +1 Dex, +9 natural, +4 masterwork chain shirt), touch 10, flat-footed 22
Hit Dice: 14d8+98 (161 hp)
Fort +16, Ref +5, Will +7
Speed: 40 ft.
Space: 10 ft./10 ft. (longspear 15-20 ft. only)
Base Attack +10; Grapple +23
Attack: Longspear +18 melee or slam +18 melee or rock +10 ranged
Full Attack: Longspear +18/+13 melee or 2 slams +18 melee or rock +8/+8/+3 ranged
Damage: Longspear 2d8+13/x3, slam 1d4+9, rock 2d6+9
Special Attacks/Actions: Rock throwing
Abilities: Str 28, Dex 13, Con 24, Int 12, Wis 17, Cha 8
Special Qualities: Immunity to cold, rock catching, vulnerability to fire
Feats: Point Blank Shot; Rapid Shot; Quick Draw; Stealthy; Track
Skills: Climb +9, Craft (trapmaking) +6, Hide + 6*, Knowledge (geography) +4, Move Silently +S, Spot +10, and Survival +7
Advancement: By character class
Climate/Terrain: Cold mountains
Organization: Solitary, pair, gang (3-5), or war party (2-5 plus 3-6 frost giants plus 1 3rd-level frost giant cleric or sorcerer plus 2-8 winter wolves)
Tundra scouts often fight enemies in the wide-open spaces of the everfrost. They prefer to bombard their foes with long-distance rock throwing, and are willing to back away from enemies to keep the range open. Only when an enemy proves that a ranged fight is disadvantageous for the tundra scouts will they close in to melee. When possible, tundra scouts set deadly traps and prepare ambushes for unwary foes.
Rock Throwing (Ex): The range increment is 120 feet for a frost giant's thrown rocks.
Skills: *Frost giant tundra scouts wear specially made long white cloaks that give them a +2 circumstance bonus on Hide checks in snowy landscapes.
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.