Special Conversion Thread: Finishing off giants and their kin

That'll work. Updated. Another one done!

Frostmourn
CLIMATE/TERRAIN: Arctic lands
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: See below
DIET: See below
INELLIGENCE: Low (5)
TREASURE: E
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVEMENT: 12
HIT DICE: 15
THAC0: 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d10+9 or by weapon (2-20+9)
SPECIAL ATTACKS: Freezing touch, Hurling rocks for 2-24 (2d12)
SPECIAL DEFENSES: Impervious to cold, +2 or better weapon to hit
MAGIC RESISTANCE: See below
SIZE: H (21’ tall)
MORALE: Champion (16)
XP VALUE: 14,000

Frostmourns are undead frost giants whose bodily tissues were completely dessicated by the intense cold of their environment. The things look like giant withered corpses with facial hair. Their eyes have an evil gleam common to all undead. A frostmourn can turn itself into a swirling white cloud or miniature blizzard but can’t attack in the former shape.

Combat: Undeath gives frostmourns both increased Strength and decreased Dexterity. Thus, although they can hurl boulders to a distance of 250 yards, inflicting 2d12 hp damage, they can no longer catch similar missiles as they could in life. Greater Strength means they also cause more damage in melee combat, whether with weapons (2d20+9 hp damage) or the naked hand (1d10+9 hp damage).

Some frostmourns wear their old armor, but this is due to force of habit and nothing more, for their dessicated flesh is now so tough that they always have an armor class of 0, armor or no armor.

The most potent attack of a frostmourn is its freezing touch. If the victim does not save vs. death magic when touched by the giant, he suffers an additional 2d20 hp damage, making the saving throw reduces the damage by half. In addition, all metallic items (weapons, armor, metallic flasks, or other containers, etc.) must save vs. cold or become brittle, falling apart almost immediately. Those slain by a frostmourn cannot be revived with raise dead spell; a resurrection spell, however, works normally.

These creatures retain their immunity to cold-based attacks, and their undead status likewise gives them immunity to mind-affecting magic, sleep, hold, paralyzation, and poison. Fire-based attacks, however, inflict double damage, and a vial of holy water splashed on the frostmourn inflicts 2d4 hp damage. The A raise dead spell slays a frostmourn instantly.

Like most undead, frostmourns detest sunlight and actively avoid it, even though it causes them no harm. In the chill northern environments they call home, however, the sun is often blotted out in the daytime by blizzards ro thick cloud cover, so these creatures can come out in the daytime on those occasions. In addition, once far enough north, the sun goes down for months at a time when true winter comes around; PCs whoe neglect their research and sit around praying for the sun to drive off their undead enemies are in for a disappointment.

Habitat/Society: Frostmourns are largely solitary creatures, although a quarter of all frostmourn lalirs have two residents instead of one. All undead tend to hate companionship, and their innately chaotic nature only intesfies this hate. Frostmourns often seek out and destroy enemies of their old tribe or clan, but they are just as likely to hunt their former kin.

Ecology: Life is less abundant in the frigid north than in the warmer lowlands. The barren conditions often disguise the desolation left by a frostmourn. Newcomesrs to the area can easily find themselves unknowingly trampling through the lair of these dangerous monsters. As they are sustained by the energy of the Negative Material Plane, frostmourns have no need to eat. Wizards often use their body parts as material components for cold-based spells or in the construction of cold-related magical items. Their dessicated hides are used in experiments to create the equivalent of magical leather armor that also gives immunity to cold-based attacks, but so far as is known, no successes have been achieved.

Originally appeared in Dragon Magazine #254 (1998).
 

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I sense a pattern! These are all from the same article, huh?

Start with frost giant stats, go Str +6, Dex -4 or something?
 

Indeed they are.

As usual, here are the 2e giant stats for comparison...

Giant, Frost
CLIMATE/TERRAIN: Arctic lands
FREQUENCY: Very rare
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Omnivorous
INTELLIGENCE: Low to average (5-10)
TREASURE: E
ALIGNMENT: Chaotic evil
NO. APPEARING: 1-8
ARMOR CLASS: 0 (5)
MOVEMENT: 12 (15)
HIT DICE: 14 + 1-4 hit points
THAC0: 7 or 5
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8, or by weapon (2-16+9)
SPECIAL ATTACKS: Hurling rocks for 2-20 (2d10)
SPECIAL DEFENSES: Impervious to cold
MAGIC RESISTANCE: Nil
SIZE: H (21')
MORALE: Very Steady (13-14)
XP VALUE: 7,000

Combat: Frost giants are immune to cold. Adult frost giants can hurl rocks for 2-20 (2d10) points of damage. Their minimum range is 3 yards while their maximum is 200 yards. They can catch similar large missiles 40% of the time. They usually will start combat at a distance, throwing rocks until they run out of ammunition, or the opponent closes. One of their favorite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.

Warriors favor huge battle axes. A frost giant's oversized weapons do double normal (man-sized) damage to all opponents, plus the giant's strength bonus. Thus, a frost giant battle axe does 2-16 (2d8) +9 points of damage.


Oh, and I'm still trying to figure out how something immune to cold can have its "bodily tissues were completely dessicated by the intense cold of their environment". I guess it takes awhile to rise from the grave?
 

Well, it is very dry when it gets cold. Perhaps living frost giants all use humidifiers?

Increase HD by 1 and natural AC by 5 compared to frost giants, following the 2e versions?
 


3e frost giants have Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11.

Compared to 2e frost giants, they have the high end of the Int range.

Frostmourns are listed as simply Low (5).

They have "increased Strength and decreased Dexterity". Freyar suggested +6 Str.

We should give them a Cha boost like the other giant undead.

So...

Str 35, Dex 7, Con —, Int 10, Wis 14, Cha 15?
 


Sounds good. I'm not sure why I boosted the Int. :confused:

Updated.

The most potent attack of a frostmourn is its freezing touch. If the victim does not save vs. death magic when touched by the giant, he suffers an additional 2d20 hp damage, making the saving throw reduces the damage by half. In addition, all metallic items (weapons, armor, metallic flasks, or other containers, etc.) must save vs. cold or become brittle, falling apart almost immediately. Those slain by a frostmourn cannot be revived with raise dead spell; a resurrection spell, however, works normally.

In addition to the damage, we might include something variation on this...

Frostbrittle (Su): Any weapon that strikes Cryonax has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.
 

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