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Graylok GatebreakersCreature 8


UncommonCELargeColdGiantHumanoid
Source Pathfinder #177: Burning Tundra
Perception +16 (low-light vision)
Languages Common, Jotun
Skills Athletics +21, Intimidation +16
Str +7, Dex +0, Con +5, Int +0, Wis +2, Cha +0

AC 28 30 with shield raised, 32 behind cover; Fort +21; Reflex +14; Will +14;
HP 130
Speed 25 feet
Immunities cold
Weaknesses Fire 10

Battleaxe One Action +20 (+15, +10) to hit (magical, reach 10, sweep) 2d8+9 Slashing
Foot One Action +20 (+15, +10) to hit (reach 10) 2d8+7 Bludgeoning

Shield Block

reaction

Freeze Blade One Action

The frost giant gatebreaker breathes on the blade of their battleaxe, coating it in a layer of magical ice. For 1 minute, the frost giant's battleaxe Strikes gain the cold trait, and creatures struck by the battleaxe are Slowed 1; at the end of each of their turns, the slowed creature can attempt a DC 23 fortitude save to end the condition.

Ice Stride

A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.

Shielded Stride

When the frost giant gatebreaker has their shield up, they can Stride to move half their Speed without triggering reactions that are triggered by their movement (such as Attacks of Opportunity).

Trampling Ram Three Actions

Requirements Another frost giant gatebreaker has Readied to Stride on the frost giant gatebreaker's order


Effect The two frost giants Stride, with a maximum distance equal to the slowest giant's Speed. Every creature whose space they move through takes 2d8+9 bludgeoning damage (DC 23 basic reflex); creatures who fail their save fall Prone. At the end of their movement, the giants make a single Strike with a +20 modifier (reach 15 feet), inflicting 4d6+16 bludgeoning damage on a hit and knocking the target prone. If the giants hit, they can immediately attempt to Shove the creature as a free action.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.