It’s a winter celebration! Here’s a giant that will help player characters commemorate the season, by turning their limbs into ice and then shattering them, but what player character wants a safe celebration?
I hope you enjoy the icewrecker giant. I’ll return tomorrow with a sequel to festive monsters I posted earlier this year.
A sheen of ice coats this giant’s gray skin. It wears ragged polar bear furs and hold aloft a massive warhammer, the head of which appears to be a block of ice.
Icewrecker Giant CR 12
CE Huge humanoid (giant)
Init –1; Senses low-light vision, snow vision; Perception +20
AC 27, touch 7, flat-footed 27 (–1 Dex, +20 natural, –2 size)
hp 178 (17d8+102)
Fort +16, Ref +4, Will +11
Resist cold 20
Speed 40 ft., burrow 30 ft.; icewalking
Melee warhammer +21/+16/+11 (3d6+15/19–20/×3) or
slam +20 (2d6+10)
Space 15 ft.; Reach 15 ft.
Special Attacks icy transformation, smash ice
Str 31, Dex 8, Con 23, Int 12, Wis 22, Cha 17
Base Atk +12; CMB +24 (+28 sunder); CMD 33 (35 vs. sunder)
Feats Furious Focus[APG], Greater Sunder, Hammer The Gap[UC], Improved Critical (warhammer), Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (warhammer)
Skills Climb +15, Intimidate +22, Perception +20, Stealth +2 (+10 in snow), Survival +20; Racial Modifiers +8 Stealth in snow
Languages Aquan, Giant
Environment cold mountains or plains
Organization solitary, gang (2–5), band (6–10 plus 1 winter hag), raiding party (11–16 plus 1–2 winter hags), or tribe (17–28 plus 30% noncombatants, plus 1 barbarian, fighter, or ranger chief of 7th–9th level; 1–3 winter hags; 1–6 polar bears; and 2–8 frost giants)
Treasure standard (warhammer, other treasure)
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the icewrecker giant climbs must be icy. The giant can move across icy surfaces without penalty and doesn’t need to make Acrobatics checks to run or charge on ice.
Icy Transformation (Su) When an icewrecker giant hits a creature with a slam attack or makes a successful touch attack against the creature, the creature must succeed on a DC 21 Fortitude save or one of its limbs transforms to ice. An affected creature takes a –1 penalty to Dexterity-based checks and attack rolls involving the limb. At the end of the affected creature’s turns it must attempt a new Fortitude save, or take a cumulative –1 penalty. If the penalty reaches –4, the limb becomes solid ice and is unusable. A remove curse or stone to flesh spell can remove this effect. The save DC is Charisma-based.
Smash Ice (Ex) An icewrecker giant’s critical multiplier with its warhammer is x6 against a creature or structure made of ice. If the giant confirms a critical hit with its warhammer against a creature afflicted with the giant’s icy transformation, the creature loses an affected limb.
Snow Vision (Ex) An icewrecker giant can see perfectly well in snowy conditions and doesn’t take any penalties on Perception checks while in snow.
Touched by the primal energies of the coldest regions of the Elemental Plane of Water, icewrecker giants are hardy inhabitants of the world’s ice-locked poles. Used to fighting ice elementals and more powerful creatures crossing from the elemental plane to the Material Plane, the giants developed combat techniques which they use to devastating effect against icy foes. Their warhammers are fashioned from their first hunts of ice elementals as part of their rites of maturity. About half the adolescent icewrecker giants survive their lone encounters with their foes as part of these rites.
Icewrecker giants inherited a modicum of power from their proximity to the bordering plane. With a touch, they can induce a transformation of flesh to ice. They reserve this strange ability for their foes, as icewrecker giants who dare to use it against their kin face exile or death as punishment. When the giants succeed at initiating this transformation, they focus their attacks on their victims, reveling in the shattered ice (and limbs) caused by well-aimed blows. In most combat situations, icewrecker giants focus their attacks on one opponent, typically the foe they deem to be most physically powerful.
The giants attack or drive out competing creatures, except for frost giants and winter hags. They establish alliances with frost giants but are keen to remind their allies of their relatively greater might when the frost giants chafe at following their orders. Though icewrecker giants have considerably greater physical prowess compared to winter hags, they defer to the hags out of superstition about the hags’ magical power. A winter hag attached to a group of icewrecker giants enjoys a close consultancy role with the group’s leader, or, more likely, assumes leadership of the giants.
A typical icewrecker giants stands 18 feet tall and weighs 5,000 pounds. The giants can live up to 200 years.
ICEWRECKER GIANT CREATURE 12
CE Huge Cold Giant Humanoid
Perception +22; low-light vision, snow vision
Skills Athletics +24, Intimidation +25, Stealth +14 (+18 in snow), Survival +22
Str +8, Dex –1, Con +7, Int +0, Wis +5, Cha +3
Items +1 striking warhammer
Snow Vision Snow doesn’t impair an icewrecker giant’s vision; it ignores concealment from snowfall.
AC 22; Fort +26, Ref +16, Will +22
HP 252; Resistances cold 20
Speed 30 feet; ice stride
Melee [one-action] maul +27 (magical, reach 15 feet, shove), Damage 2d12+15 bludgeoning
Melee [one-action] fist +26 (agile, reach 15 feet), Damage 2d8+15 bludgeoning plus icy transformation
Ice Stride An icewrecker 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.
Icy Transformation (curse, primal, transmutation) One of the creature’s random limbs transforms into ice. The afflicted creature can be cured of this affliction with the stone to flesh spell; Saving Throw Fortitude DC 32; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (1 round); Stage 3 clumsy 3 (1 round); Stage 4 the victim’s
limb becomes useless and the affliction ends. A stone to flesh spell can restore the victim’s limb.
Persistent Strike If an icewrecker giant hits the same opponent during its turn, it deals extra damage equal to the number of previous consecutive hits it made against that opponent this turn. This damage is multiplied on a critical hit.
Smash Ice On a critical hit with an icewrecker giant’s maul against an icy structure or creature, it deals an additional 2d12 damage to that structure or creature. If the giant scores a critical hit with its maul on a creature at Stage 4 of its Icy Transformation, the creature loses the afflicted limb.