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<blockquote data-quote="Demetrios1453" data-source="post: 6970465" data-attributes="member: 6801060"><p>This post will detail the frost giant jarl, the mighty rulers of most frost giant settlements. Nothing too fancy here, just likely cold, unpleasant deaths for any adventurers going up against them...</p><p></p><p></p><p><u><strong>Frost Giant Jarl</strong></u></p><p></p><p>The Ordning for frost giants is based off of might - for them, rank is based solely upon strength and prowess in battle. With few exceptions, this means that political power is reserved for the mightiest. If a frost giant is able to lay claim to leadership, and subsequently fight off any challengers that may arise, then, by every right recognized in frost giant society, he or she is the undisputed leader. The giant takes the title of jarl and, blessed by Thrym, rules the tribe with an iron fist. </p><p><strong><em>Might Makes Right</em></strong></p><p>Being the head of government in a frost giant settlement is a precarious position. Frost giant society knows no rule other than might makes right, and so, as a corollary, the mightiest are the most fit to rule. Frost giant jarls must be seen by their subjects, with no room for doubt, as mightiest giants in their villages, since if they show even one sign of weakness they will likely be challenged for the leadership. Defeating these upstarts means the jarl continues in office; defeat means the challenger becomes the new jarl. Usually losing such a challenge means death for the old jarl; should they survive such a dishonor, however, they are virtually always summarily expelled from their settlements, and, more importantly, they are stripped by Thrym of his blessings. Such shunned creatures rarely survive their demotions for very long. </p><p><strong><em>Blessed by Thrym</em></strong></p><p>Thrym sees his jarls as the embodiment of his philosophy - that the mightiest should rule. Frost giant jarls are therefore blessed beyond the natural prowess that allowed them to seize the office in the first place. Beyond becoming physical paragons for the frost giant race, Thrym infuses them with a preternatural aura of his cold, such that, among other powers, any blow by a frost giant jarl not only injures, but freezes as well. Should such wounds occur in direct melee combat with the jarl, the intense cold is such that it often chills the body straight to the bone, numbing the limbs and making movements slow and ponderous. Those few who have survived combat with a jarl have been heard to say that they feared their very souls would be frozen by the blows.</p><p></p><p></p><p><u><strong>Frost Giant Jarl</strong></u></p><p><em>Huge giant (frost giant), chaotic evil</em></p><p></p><p><strong>Armor Class</strong> 16 (chain mail)</p><p><strong>Hit Points</strong> 225 (18d12 + 108)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 25 (+7) <strong>DEX</strong> 11 (+0) <strong>CON</strong> 23 (+6) <strong>INT</strong> 11 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Saving Throws</strong> Con +10, Wis +4, Cha +5</p><p><strong>Skills</strong> Athletics +11, Perception +4</p><p><strong>Damage Immunities</strong> cold</p><p><strong>Senses</strong> passive Perception 14</p><p><strong>Languages</strong> Giant</p><p><strong>Challenge</strong> 12 (8,400 XP)</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><em><strong>Multiattack.</strong></em> The giant makes two greataxe attacks.</p><p></p><p><em><strong>Greataxe.</strong> Melee Weapon Attack:</em> +11 to hit, reach 10 ft., one target. <em>Hit:</em> 26 (3d12 + 7) slashing damage plus 14 (4d6) cold damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be slowed as per the <em>slow</em> spell for one minute. A creature affected by this effect can make another Constitution saving throw at the end of each of its turns. On a successful saving throw, the effect ends for it.</p><p></p><p><em><strong>Rock</strong> Ranged Weapon Attack:</em> +11 to hit, range 60/240 ft., one target. <em>Hit:</em> 29 (4d10 + 7) bludgeoning damage plus 14 (4d6) cold damage. </p><p></p><p><em><strong>Create Icy Surface (Recharges after a Short or Long Rest).</strong></em> The giant creates an area of slick ice centered at a point it can see within 40 feet of it. A 30-foot radius area centered on that point becomes covered in slippery ice, making it difficult terrain. When a creature enters the area for the first time on a turn, starts its turn there, or is struck by a rock thrown by a giant, it must make a DC 12 Dexterity saving throw. On a failed save, it falls prone.</p><p></p><p></p><p></p><p>(The reason the save for the <em>slow</em> effect is CON instead of WIS like the spell is that the effect is a result of the unnatural cold, and thus is more physical than mental in form)</p><p></p><p>Next up, things take a darker and more demonic turn with frost giant wrathbringers, as well as a variant for lesser frost giant cultists of Kostchtchie...</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6970465, member: 6801060"] This post will detail the frost giant jarl, the mighty rulers of most frost giant settlements. Nothing too fancy here, just likely cold, unpleasant deaths for any adventurers going up against them... [U][B]Frost Giant Jarl[/B][/U] The Ordning for frost giants is based off of might - for them, rank is based solely upon strength and prowess in battle. With few exceptions, this means that political power is reserved for the mightiest. If a frost giant is able to lay claim to leadership, and subsequently fight off any challengers that may arise, then, by every right recognized in frost giant society, he or she is the undisputed leader. The giant takes the title of jarl and, blessed by Thrym, rules the tribe with an iron fist. [B][I]Might Makes Right[/I][/B] Being the head of government in a frost giant settlement is a precarious position. Frost giant society knows no rule other than might makes right, and so, as a corollary, the mightiest are the most fit to rule. Frost giant jarls must be seen by their subjects, with no room for doubt, as mightiest giants in their villages, since if they show even one sign of weakness they will likely be challenged for the leadership. Defeating these upstarts means the jarl continues in office; defeat means the challenger becomes the new jarl. Usually losing such a challenge means death for the old jarl; should they survive such a dishonor, however, they are virtually always summarily expelled from their settlements, and, more importantly, they are stripped by Thrym of his blessings. Such shunned creatures rarely survive their demotions for very long. [B][I]Blessed by Thrym[/I][/B] Thrym sees his jarls as the embodiment of his philosophy - that the mightiest should rule. Frost giant jarls are therefore blessed beyond the natural prowess that allowed them to seize the office in the first place. Beyond becoming physical paragons for the frost giant race, Thrym infuses them with a preternatural aura of his cold, such that, among other powers, any blow by a frost giant jarl not only injures, but freezes as well. Should such wounds occur in direct melee combat with the jarl, the intense cold is such that it often chills the body straight to the bone, numbing the limbs and making movements slow and ponderous. Those few who have survived combat with a jarl have been heard to say that they feared their very souls would be frozen by the blows. [U][B]Frost Giant Jarl[/B][/U] [I]Huge giant (frost giant), chaotic evil[/I] [B]Armor Class[/B] 16 (chain mail) [B]Hit Points[/B] 225 (18d12 + 108) [B]Speed[/B] 40 ft. [B]STR[/B] 25 (+7) [B]DEX[/B] 11 (+0) [B]CON[/B] 23 (+6) [B]INT[/B] 11 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 12 (+1) [B]Saving Throws[/B] Con +10, Wis +4, Cha +5 [B]Skills[/B] Athletics +11, Perception +4 [B]Damage Immunities[/B] cold [B]Senses[/B] passive Perception 14 [B]Languages[/B] Giant [B]Challenge[/B] 12 (8,400 XP) [U][B]Actions[/B][/U] [I][B]Multiattack.[/B][/I] The giant makes two greataxe attacks. [I][B]Greataxe.[/B] Melee Weapon Attack:[/I] +11 to hit, reach 10 ft., one target. [I]Hit:[/I] 26 (3d12 + 7) slashing damage plus 14 (4d6) cold damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be slowed as per the [I]slow[/I] spell for one minute. A creature affected by this effect can make another Constitution saving throw at the end of each of its turns. On a successful saving throw, the effect ends for it. [I][B]Rock[/B] Ranged Weapon Attack:[/I] +11 to hit, range 60/240 ft., one target. [I]Hit:[/I] 29 (4d10 + 7) bludgeoning damage plus 14 (4d6) cold damage. [I][B]Create Icy Surface (Recharges after a Short or Long Rest).[/B][/I] The giant creates an area of slick ice centered at a point it can see within 40 feet of it. A 30-foot radius area centered on that point becomes covered in slippery ice, making it difficult terrain. When a creature enters the area for the first time on a turn, starts its turn there, or is struck by a rock thrown by a giant, it must make a DC 12 Dexterity saving throw. On a failed save, it falls prone. (The reason the save for the [I]slow[/I] effect is CON instead of WIS like the spell is that the effect is a result of the unnatural cold, and thus is more physical than mental in form) Next up, things take a darker and more demonic turn with frost giant wrathbringers, as well as a variant for lesser frost giant cultists of Kostchtchie... [/QUOTE]
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