In today’s Monster Manual 2 preview, we introduce the return of the frost and stone giants!
Frost giants live in bitter northern lands and among frigid mountains where they subsist by hunting and raiding. They are brutal, superstitious, and murderous creatures among whom only might makes right.
Frost Giant Lore
Arcana DC 22: In their arctic lands, frost giants dwell in glacial caves or crude fortresses carved of stone and ice. From these holds, frost giants hunt game and raid for slaves and plunder. The mightiest frost giant in a clan, called a jarl, leads weaker giants though intimidation and violence. Ice shapers, the frost giants' seers, gain respect from their kind for their augeries and wisdom. They engender fear with their cruelty and ferocity.
Arcana DC 27: A few frost giants have magical powers and can use runes, sorcery, and foul rituals. Such powers give a giant influence in its clan, if not outright leadership.
Level 17 Brute
Large elemental humanoid (cold, giant)
Initiative +11 Senses Perception +13
HP 201; Bloodied 100; see also dying swipe
AC 29; Fortitude 32, Reflex 27, Will 28
Resist 15 cold
Speed 8 (ice walk)
Reach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31) cold damage.
The frost giant makes an icy greataxe attack.
Reach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target gains vulnerable 10 cold (save ends).
Ranged 5/10; +20 vs. AC; 2d8 + 7 cold damage.
When an effect pulls, pushes, or slides a frost giant, the giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone.
Str 23 (+14)
Dex 16 (+11)
Wis 20 (+13)
Con 21 (+13)
Int 10 (+8)
Cha 12 (+9)
Equipment hide armor, greataxe, 3 handaxes
Atop forbidding peaks and in the deep reaches of mountain ranges dwell stone giants. These rockbound beings show little concern for smaller creatures, and they distrust strangers. A stone giant aroused to violence can be as startling and pitiless as an avalanche.
Stone Giant Lore
Arcana DC 25: Stone giants move slowly and quietly among the mountains and within their rocky cave homes, blending with the terrain so well that they can easily waylay foes or go unnoticed. Brooding and contemplative, stone giants can rest in thought for years, sitting like statues. With weapons and thrown stones, they are expert hunters. When roused to anger, a stone giant is able to move its bulk with precision and quickness.
Particularly at night and during thunderstorms, stone giants play by throwing rocks at each other—the losing side is the one hit more often. During such contests, the giants seldom watch out for unexpected passersby. Such heedless “games” give stone giants a rougher reputation than they might deserve.
Arcana DC 30: Stone giants are artistic and craft-oriented, especially with stone. Runecarvers use arcane lore to craft runes of ancient magic upon surfaces. With these spells set in stone, they smite foes. The art of rune magic might have originated with ancient stone giants, although dwarf artificers surely disagree.
Level 14 Soldier
Large elemental humanoid (earth, giant)
Initiative +12 Senses Perception +12; low-light vision
HP 140; Bloodied 70
AC 30; Fortitude 27, Reflex 24, Will 26
Speed 8 (earth walk)
Reach 2; +21 vs. AC; 2d10 + 4 damage, and the target is marked until the end of the stone giant’s next turn.
The giant makes a stone greatclub attack against the triggering creature.
Ranged 20; +21 vs. AC; 2d8 + 6 damage.
Close blast 2; +19 vs. AC; 2d10 + 4 damage, and the target is pushed 2 squares and marked until the end of the stone giant’s next turn. Effect: The giant shifts 2 squares but must remain within 2 squares of any creatures marked by it.
Stone Bones (immediate interrupt, when the stone giant is hit by an attack; not usable while bloodied; at-will)
The giant gains resist 5 to all damage against the triggering attack.
Skills Athletics +18, Stealth +15
Str 22 (+13)
Dex 16 (+10)
Wis 20 (+12)
Con 20 (+12)
Int 10 (+7)
Cha 11 (+7)
Friday 04/24: A look at a new demon!