SRD:Frost Giant Jarl

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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:


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.)

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