Difference between revisions of "SRD:Frost Giant Jarl"

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<noinclude>
 
{{OGL Top}}
 
{{OGL Top}}
 
=FROST GIANT JARL=
 
=FROST GIANT JARL=
 
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</noinclude>
{{Creature Table
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{{3.5e Monster Classic
| style=
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|style=
| creature=Frost [[SRD:Giant Type|Giant]] Jarl, 8th-Level [[SRD:Blackguard|Blackguard]]
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|monster=Frost [[SRD:Giant Type|Giant]] Jarl, 8th-Level [[SRD:Blackguard|Blackguard]]
| size=Large | type=[[SRD:Giant Type|Giant]] ([[SRD:Cold Subtype|Cold]])
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|size=Large |type=Giant |subtypes=Cold
| hd=14d8+84 plus 8d10+48  | hp=231  
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|hd=14d8+84 plus 8d10+48  |hp=231  
| init=+5
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|init=+5
| speed=30 ft. in ''+2 [[SRD:Full Plate Armor|full plate armor]]'' (6 squares); base speed 40 ft.
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|speed=30 ft. in ''+2 [[SRD:Full Plate Armor|full plate armor]]'' (6 squares); base speed 40 ft.
| ac=29 (–1 size, +1 [[SRD:Dexterity|Dex]], +9 natural, +10 ''+2 [[SRD:Full Plate Armor|full plate armor]]'')  | touch=10 | flat=28
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|ac=29 (–1 size, +1 [[SRD:Dexterity|Dex]], +9 natural, +10 ''+2 [[SRD:Full Plate Armor|full plate armor]]'')  |touch=10 |flat=28
| bab=+18 | grapple=+33
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|bab=+18 |grapple=+33
| at=''+2 [[SRD:Frost|frost]] [[SRD:Greataxe|greataxe]]'' +30 melee (3d6+18/&times;3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
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|at=''+2 [[SRD:Frost|frost]] [[SRD:Greataxe|greataxe]]'' +30 melee (3d6+18/&times;3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
| full_at=''+2 [[SRD:Frost|frost greataxe]]'' +30/+25/+20/+15 melee (3d6+18/&times;3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
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|full_at=''+2 [[SRD:Frost|frost greataxe]]'' +30/+25/+20/+15 melee (3d6+18/&times;3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
| space=10 ft. | reach=10 ft.
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|space=10 ft. |reach=10 ft.
| sa=Rock throwing, smite good, sneak attack +2d6   
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|sa=Rock throwing, smite good, sneak attack +2d6   
| sq=Aura of despair, aura of evil, command [[SRD:Undead Type|undead]], dark blessing, ''[[SRD:Detect Good|detect good]],'' immunity to cold, [[SRD:Low-Light Vision|low-light vision]], [[SRD:Poison|poison]] use, resistance to fire 10, rock catching, [[SRD:Vulnerability to Energy|vulnerability]] to fire   
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|sq=Aura of despair, aura of evil, command [[SRD:Undead Type|undead]], dark blessing, ''[[SRD:Detect Good|detect good]],'' immunity to cold, [[SRD:Low-Light Vision|low-light vision]], [[SRD:Poison|poison]] use, resistance to fire 10, rock catching, [[SRD:Vulnerability to Energy|vulnerability]] to fire   
| fort=+25 | ref=+13 | will=+13
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|fort=+25 |ref=+13 |will=+13
| str=32 | dex=12 | con=22 | int=10 | wis=12 | cha=18
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|str=32 |dex=12 |con=22 |int=10 |wis=12 |cha=18
| skills=[[SRD:Climb Skill|Climb]] +17, [[SRD:Hide Skill|Hide]] +2, [[SRD:Jump Skill|Jump]] +17, [[SRD:Knowledge Skill|Knowledge]] (religion) +2, [[SRD:Ride Skill|Ride]] +11, [[SRD:Spot Skill|Spot]] +5
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|skills=[[SRD:Climb Skill|Climb]] +17, [[SRD:Hide Skill|Hide]] +2, [[SRD:Jump Skill|Jump]] +17, [[SRD:Knowledge Skill|Knowledge]] (religion) +2, [[SRD:Ride Skill|Ride]] +11, [[SRD:Spot Skill|Spot]] +5
| feats=[[SRD:Cleave|Cleave]], [[SRD:Great Cleave|Great Cleave]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Improved Sunder|Improved Sunder]], [[SRD:Iron Will|Iron Will]], [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Power Attack|Power Attack]], [[SRD:Quick Draw|Quick Draw]]
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|feats=[[SRD:Cleave|Cleave]], [[SRD:Great Cleave|Great Cleave]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Improved Sunder|Improved Sunder]], [[SRD:Iron Will|Iron Will]], [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Power Attack|Power Attack]], [[SRD:Quick Draw|Quick Draw]]
| env=Cold mountains
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|env=Cold mountains
| org=Solitary or with tribe
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|org=Solitary or with tribe
| cr=17
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|cr=17
| treas=Standard
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|treas=Standard
| align=Always [[SRD:Chaotic Evil|chaotic evil]]
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|align=Always [[SRD:Chaotic Evil|chaotic evil]]
| adv=By [[SRD:Classes|character class]]
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|adv=By [[SRD:Classes|character class]]
| la=—
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|la=—
 
}}
 
}}
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<noinclude>
 
===FROST GIANT JARL===
 
===FROST GIANT JARL===
  
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''Possessions: +2 [[SRD:Frost|frost]] [[SRD:Greataxe|greataxe]], +2 [[SRD:Full Plate Armor|full plate armor]], [[SRD:Cloak of Charisma|cloak of charisma]] +2, [[SRD:Ring of Energy Resistance|ring of minor energy resistance]] (fire),'' 2 doses of bloodroot [[SRD:Poison|poison]]. (Benefits of these items are included in the statistics block.)
 
''Possessions: +2 [[SRD:Frost|frost]] [[SRD:Greataxe|greataxe]], +2 [[SRD:Full Plate Armor|full plate armor]], [[SRD:Cloak of Charisma|cloak of charisma]] +2, [[SRD:Ring of Energy Resistance|ring of minor energy resistance]] (fire),'' 2 doses of bloodroot [[SRD:Poison|poison]]. (Benefits of these items are included in the statistics block.)
  
'''SEE WIKIPEDIA ENTRY:'''  
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'''See Wikipedia Entry:'''  
 
* [http://en.wikipedia.org/wiki/Jotun Jotun]  
 
* [http://en.wikipedia.org/wiki/Jotun Jotun]  
 
* [http://en.wikipedia.org/wiki/Earl Jarl]
 
* [http://en.wikipedia.org/wiki/Earl Jarl]
  
{{SRD Creature Footer}}
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[[Category:CR17|{{BASEPAGENAME}}]]
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----
[[Category:Chaotic Alignment|{{BASEPAGENAME}}]]
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{{SRD Creature Breadcrumb}}
[[Category:Cold Climate|{{BASEPAGENAME}}]]
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{{OGL Bottom|part of the Revised (v.3.5) System Reference Document|SRD}}
[[Category:Cold Subtype|{{BASEPAGENAME}}]]
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[[Category:SRD]]
[[Category:Evil Alignment|{{BASEPAGENAME}}]]
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[[Category:OGL]]
[[Category:Giant Type|{{BASEPAGENAME}}]]
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[[Category:Monster]]  
[[Category:Large Size|{{BASEPAGENAME}}]]
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[[Category:Mountain Terrain|{{BASEPAGENAME}}]]
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</noinclude>

Latest revision as of 18:10, 3 March 2014

This material is published under the OGL

FROST GIANT JARL[edit]

Frost Giant Jarl, 8th-Level Blackguard
Size/Type: Large Giant (Cold)
Hit Dice: 14d8+84 plus 8d10+48 (231 hp)
Initiative: +5
Speed: 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
Armor Class: 29 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor), touch 10, flat-footed 28
Base Attack/Grapple: +18/+33
Attack: +2 frost greataxe +30 melee (3d6+18/×3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Full Attack: +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/×3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, smite good, sneak attack +2d6
Special Qualities: Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, resistance to fire 10, rock catching, vulnerability to fire
Saves: Fort +25, Ref +13, Will +13
Abilities: Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
Skills: Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5
Feats: Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Environment: Cold mountains
Organization: Solitary or with tribe
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment:


FROST GIANT JARL[edit]

A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.

The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.

Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.

Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.

Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.

Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st—cause fear, doom, magic weapon; 2nd—bull’s strength.

Possessions: +2 frost greataxe, +2 full plate armor, cloak of charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)

See Wikipedia Entry:



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