KING
Frost Giant Everlasting One

Frost Giant Everlasting One

Giant · Crown of Sloth

T4d10Major

Undying ice warriors, frost giant everlasting ones reform from snow, eternal.

Tier 4  ·  Role Major  ·  Pool Vigor 7 / Vitality 8  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg d10

AC1410 base + 4 Sense
Vigor7Tier + Heart mod, regenerates
Vitality82 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+6d20 + bonus vs AC, two or three a turn
Damaged10crit 2d10
Save DC17Tier 4 DC
Crit17+Cunning 16
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind8-1-d3
Sense18+4d8
Heart16+3d6
Cunning16+3d6
Fate16+3d6

Passives

Passive

Cold Immunity

Immune to cold damage.

Passive

Vaprak's Rage

While below half Vitality, it gains +2 to attack rolls.

Passive

Everlasting

Regains 1 Vigor at the start of its turn unless it took fire damage since its last turn. If killed, it reforms from the nearest large mass of ice within a day unless its corpse is burned.

Maneuvers

Maneuver

Rock Hurl

Attacks a target up to 60 ft away with a thrown boulder.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Ice Tomb

Telegraph · disrupt d6 · Body save

It exhales a killing frost at one creature within 60 ft. Body save (DC 17): on a failure the target takes 4 damage and is restrained in solid ice until it or an ally spends an action to break it free; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Blessed by Vaprak with undying rage. More aggressive than normal frost giants. Only fire prevents reformation.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 2 x Tier. Full Vigor at combat start; at the start of its turn it rolls 4 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d10. A crit rolls two: 2d10.
  • Crits on a natural 17+ (Cunning 16).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Checks morale at one-third Vitality: Heart save against the party leader's presence, or GM judgment.
  • NPCs never take wounds.