KargstaadCreature 19
Source Pathfinder Kingmaker
Perception +33 (low-light vision)
Languages Aklo, Common, Jotun, Sylvan
Skills Athletics +39, Crafting +33, Intimidation +37, Stealth +33
Str +10, Dex +6, Con +8, Int +4, Wis +6, Cha +8
AC 43; Fort +35; Reflex +31; Will +33; juggernaut
HP 360 (fast healing 20)
Speed 30 feet
Immunities cold
Weaknesses Fire 20
Hatchet +37 (+33, +29) to hit (agile, magical, sweep) 3d6 + 18 Slashing
Rock +35 (+30, +25) to hit (brutal, range increment 120) 2d10 + 18 Bludgeoning
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Fast Healing 20A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Catch RockRequirements The monster must have a free hand but can Release anything it's holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock
JuggernautWhen Kargstaad rolls a success on a Fortitude save, he gets a critical success instead.
Chill Breath (cold, evocation, primal)The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 9d6 cold damage. Each creature in the cone must attempt a DC 41 basic reflex save.
A creature that fails its save is also Immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 41).
The giant can't use Chill Breath again for 1d4 rounds.
Hatchet OnslaughtRequirements Each of Kargstaad's four hands wields a hatchet.
Effect Kargstaad Strides up to half his speed, then makes four hatchet Strikes, applying his multiple attack penalty as normal.
Ice StrideA frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
RageRequirements Kargstaad isn't Fatigued or raging.
Effect Kargstaad gains 25 temporary hit points, deals an extra 12 points of damage with thrown rocks, and deals an extra 6 points of damage with hatchets. He takes a -1 penalty to AC and can't use actions with the concentrate trait (except Seek) unless they also have the rage trait.
Effect: Rage
Throw RockThe monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Wide SwingThe frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant's multiple attack penalty.
Frost giants are remorseless marauders who pillage and plunder from those who dare to live near them in desolate, frigid lands. Their clans range from extremely territorial hunters who claim an expanse of tundra and defend it at all costs to nomadic hordes that roam icy slopes in search of settlements to conquer. Frost giant clans are ruled by those who exhibit the greatest ferocity and prowess in battle-massive brutes who proclaim themselves jarl and demand absolute obedience from their followers. If at any time a frost giant wishes to be a jarl, all they must do is issue a challenge to the current jarl and face off in mortal combat, after which the reigning champion continues leading the clan or the victorious challenger assumes control.
Frost giants live in frostbitten realms, and their appearance is reflective of a people weathered and hardened by relentless snowstorms and freezing temperatures. They often wear metal armor adorned with the furs, skin, teeth, and tusks of slain beasts and heft weapons as long as dining tables. Their flesh ranges from pale blue to shale gray, and their hair is typically a dingy white or dirty yellow color.
A typical frost giant stands about 15 feet tall and weighs approximately 2,800 pounds.
Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.