Kargstaad's GiantCreature 15
Source Pathfinder Kingmaker
Perception +27 (low-light vision)
Languages Common, Jotun
Skills Athletics +31, Crafting +25, Intimidation +27, Stealth +25
Str +8, Dex +4, Con +6, Int +0, Wis +4, Cha +4
AC 37; Fort +29; Reflex +25; Will +25;
HP 270 (fast healing 15)
Speed 30 feet
Immunities cold
Weaknesses Fire 15
Greataxe +29 (+24, +19) to hit (magical, reach 10, sweep) 2d12+22 Slashing
Fist +29 (+25, +21) to hit (agile, reach 10) 2d8+22 Bludgeoning
Rock +29 (+24, +19) to hit (brutal, range increment 120) 3d10+13 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 15A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
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
Chill Breath (cold, evocation, primal)The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 7d6 cold damage. Each creature in the cone must attempt a DC 36 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 36).
The giant can't use Chill Breath again for 1d4 rounds.
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.
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
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
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.