FROST GIANT -5e stats

Huge giant (true giant), neutral evil

Armor Class 15 (patchwork armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
23 (+6)9 (-1)21 (+5)9 (-1)10 (+0)12 (+1)

Saving Throws (suggested) Str +9, Con +8, Wis +3, Cha +4
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3900 XP)

ACTIONS

  • Multiattack. The giant makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
  • Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Frost giants are huge, muscular humanoids that live in cold and snowy regions. They have skin and hair that range from pale white to glacial blue, and eyes that are usually yellow or pale blue. They often wear animal skins or pelts, and adorn themselves with jewelry made from metal, bone, or ivory. They wield massive greataxes or hurl rocks at their enemies. Frost giants are immune to cold, but vulnerable to fire.

Like all evil giants, frost giants have a reputation for crudeness and stupidity. This reputation is deserved, but frost giants are crafty fighters. They have muscular, roughly human builds. The typical adult male is 21’ tall and weighs about 8,000 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants carry their belongings in huge sacks. A typical frost giant’s sack contains throwing rocks, the giant’s wealth, and some mundane items. Everything in a giant’s bag is old, worn, dirty, and smelly, making the identification of any valuable items difficult.

COMBAT

Frost giants are fierce and cunning warriors, who respect only strength and skill in battle. They prefer to fight in groups, using their superior size and reach to overwhelm their foes. They can also use their environment to their advantage, creating avalanches, snowstorms, or ice bridges to hinder or trap their enemies. Frost giants are loyal to their leaders, but will challenge them if they sense weakness or incompetence.

Frost giants have access to some magic, usually from their shamans or clerics. They can cast spells that charm, heal, protect, or manipulate the weather. They also worship Thrym, the god of frost giants and winter, who grants them divine power and favors.

Frost giant shamans are priests of up to 7th level. Frost giant witch doctors of up to 7th; they prefer spells that can bewilder and confound other giants. There is a chance that any band of frost giants will have a shaman or witch doctor. If the group is led by a jarl, there is a higher chance for a spell caster.

HABITAT / SOCIETY

Frost giants live in isolated communities in the mountains, glaciers, or tundra. They build their homes from ice, stone, or wood, and decorate them with trophies from their raids or hunts. They are nomadic and territorial, often moving from one place to another in search of food, resources, or glory. They raid nearby settlements of other races, especially humans and dwarves, for slaves, livestock, or valuables. They also hunt large animals, such as mammoths, polar bears, or whales.

Frost giants live in frigid, arctic lands with glaciers and heavy snowfall. Frost giants eat mostly meat, which they can hunt and kill themselves. They raid human and demi-human settlements for foodstuffs and other booty.

Frost giants have a strict hierarchy based on strength and reputation. The strongest and most respected frost giant is the jarl, who rules over a tribe or clan. The jarl is advised by a seer, who interprets the will of Thrym and the omens of nature. The jarl’s warriors are divided into bands, each led by a captain. The lowest rank among frost giants are the thralls, who are either slaves captured from other races or frost giants who have failed or disgraced themselves.

Frost giants live in small bands consisting of a chief (or jarl), his henchmen (or captains), and their camp followers (or thralls). A band usually will occupy a crude castle or frigid cavern.

Frost giants value honor, courage, and loyalty among their own kind. They also enjoy feasting, drinking, storytelling, and gambling. They have a sense of humor that is often crude and cruel. They despise weakness, cowardice, and treachery. They have a long-standing rivalry with fire giants, who represent everything they hate: heat, order, and tyranny.

Frost giants also take captives to hold for ransom or use as slaves. There is a chance that a lair will contain captives of any race.

ECOLOGY

Frost giants are an ancient race that traces its origin to the primordial giant-kin known as the jotun. They are related to other types of giants, such as hill giants,stone giants, cloud giants, storm giants, and fire giants. They are also distantly related to ogres, trolls, ettins, and cyclopes.

Frost giants have a lifespan of about 250 years. They reach adulthood at around 40 years old, and become elders at around 200 years old. They mate for life and produce one or two offspring every few decades. They care for their young until they are old enough to fend for themselves.

To determine a giant’s maturity, roll 1d4. A roll of 4 indicates an infant with no combat ability and hit points of ogre; rolls of 1-3 indicate older progeny with hit dice, damage, and attack rolls equal to that of a stone giant.

Frost giants have few natural predators, except for dragons, especially white dragons who share their habitat and compete for resources.

Frost giants often capture and tame other creatures as guards. There is a chance that a frost giant lair will contain winter wolves. Larger than normal groups check more often for additional guards. Bands with 20 or more giants have a additional chance to have yeti, larger groups check more often for additional guards. A jarl’s band has a chance to have subdued young white dragons in addition to other guards.