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Documentation Area
Document Path: /doc/monsters/frost_giant
Name:
Frost Giant (Humanoid)
Stats:
No. Appearing : 1-8
Climate/Terrain: Arctic lands
Frequency : Very rare
Organization : Tribal
Activity Cycle : Any
Diet : Omnivore
Description:
Like all evil giants, frost giants have a reputation for crudeness and
stupidity. This reputation is deserved, but frost giants are crafty
fighters.
Frost giants have muscular, roughly human builds. The typical adult
male is 21' tall and weighs about 8000 pounds. Females are slightly
shorter and lighter, but otherwise identical to males. Frost giants
have snow-white or ivory skin. Their hair is light blue or dirty yel-
low, with matching eyes. They can live to be 250 years old.
Frost giant warriors usually wear chain mail and metal helmets deco-
rated with horns or feathers. They also wear skins and pelts, along
with any jewelry they own.
Frost giants carry their belongings in huge sacks. A typical frost gi-
ant's sack conatins 2-5 throwing rocks, the giant's wealth, and 3-12
mundante items. Everything in a giant's bag is old, worn, dirty, and
smelly, making identification of any valuable items difficult. Frost
giants speak their own language and the language common to all giants.
Combat:
Frost giants are immune to cold. Adult frost giants can hurl rocks.
Their minimum range is 3 yards while their maximum is 200 yards. They
can catch similar large missiles 40% of the time. They usually will
start combat at a distance, throwing rocks until they run out of ammu-
nition, or the opponent closes. One of their favourite strategies is to
ambush victims by hiding buried in the snow at the top of an icy or
snowy slope where opponents will have difficulty reaching them. Warri-
ors favour huge battle axes. A frost giant's oversized weapon does
double normal (man-sized) damage to all opponents, plus the giant's
strength bonus.
Habitat/Society:
Frost giants live in small bands consisting of a chief, his henchmen,
and their camp followers. A band usually will occupy a crude castle or
frigid cavern. When encountered in their lair there will be 9-16 gi-
ants; half of whom will be immature. 25% of them are infants with no
combat ability and hit points of an ogre, the others are older progeny
with hit points, damage, and attack rolls equal to that of a stone
giant.
Particularly strong or intelligent frost giant chieftains will command
bands three of four times normal size. A chieftain who commands 20 or
more giants is called a jarl. Jarl always will have better than normal
armour and weapon.
There is a 20% chance that any band of frost giants will have a shaman
(80%) or a witch doctor (20%). If the group is led by a jarl, there is
an 80% chance for a spell caster. Frost giant shamans are priests of up
to 7th level. A shaman can cast normal or reversed spells from the hea-
ling, charm, protection, divination or weather spheres. Frost giant
witch doctors are priest/wizards of up to 7th/3rd level; they prefer
spells that can bewilder and confound other giants. Favourite spells
include: unseen servant, shocking grasp, detect magic, ventriloquism,
deeppockets, ESP, mirror image, and invisibility.
Frost giants often capture and tame other creatures as guards. There
is a 50% chance that a frost giant lair will contain 1-6 winter wolves.
Larger than normal groups check once for every eight giants. Bands with
20 or more giants have an additional 30% chance to have 1-4 yeti, lar-
ger groups check once for every 16 giants. A jarl's band has a 20%
chance to have 1-2 subdued white dragons (very young to young adult) in
addition to other guards. Frost giants also take captives to hold for
ransom or use as slaves. There is a 15% chance that a lair will contain
1-2 captives, larger bands check once per eight giants. Captives can be
of any race.
Ecology:
Frost giants live in frigid, arctic lands with glaciers and heavy snow-
fall. Frost giants eat mostly meat, which hey can hunt and kill them-
selves. They raid human and demi-human settlements for foodstuffs and
other booty.
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