Glacier Giant

Glacier Giant

A blue-skinned giant with shards for hair and wielding a massive icicle like a club gradually glides across the icy terrain.

Glacier Giant


Glacier Giant CR 15
Huge Humanoid (cold, giant)
-2; Senses low-light vision; Perception +24

Aura Absolute Zero (15 ft)

25, touch 6, flat-footed 25; (–2 Dex, +19 natural, –2 size)
hp 218 (23d8 +115)
Fort +18, Ref +5, Will +8
Defensive Abilities
Form Ice Armour and Weapons; Immune cold; Resist acid 10, electricity 10, and fire 10
Weaknesses vulnerable to sonic

30 ft.
+1 icy burst greatclub +27/+22/+17 (4d6 + 15 plus 1d6 cold plus frigid, 19-20/x2+1d10 cold)
rock +9 (1d8+13)
15 ft.; Reach 15 ft.
Special Attacks
rock throwing (120 ft.)
Spell-like Abilities (CL 23rd)
3/day –
wall of ice (DC 15)

Str 30, Dex 6, Con 20, Int 14, Wis 13, Cha 12
Base Atk +17; CMB +29 (bull rush +31); CMD 37 (39 vs bull rush)

Feats Anchor to Ice*, Awesome Blow, Cleave, Improved Awesome Blow**, Improved Bull Rush, Improved Cleave, Improved Critical (greatclub), Improved Vital Strike, Martial Weapon Proficiency (greatclub), Power Attack, Vital Strike, Weapon Focus (greatclub)
*See below
**New feat found in
101 Monster Feats by Rite Publishing

Skills Climb +33, Intimidate +24, Perception +24, and Survival +24.
Languages common, dwarven, giant
SQ icewalking

cold mountains
solitary, gang (1 and 2-3 frost giants), hunting party (1 and 3-6 frost giants and 1-4 winter wolves)
double coins, half magic items

Aura of Absolute Zero (Su) So cold is the moisture in the air surrounding a glacier giant, non-magical fire is immediately snuffed, liquid freezes, and creatures suffer 1d6 cold damage each round.

Form Ice Armour and Weapons (Su) Glacier giants do not burden themselves carrying equipment, instead trusting in their natural armour in case of ambush and forming their defences when combat arises. As a move action, a glacier giant can form any melee weapon, shield, or suit of armour familiar to it. Popular examples include a suit of full plate armour (adding a +9 armour bonus to AC and reducing its speed by 10 ft); an ice club; a tower shield (adding a +4 shield bonus to AC); a block of ice which counts as a rock for the glacier giant’s rock throwing ability. Any weapon formed by a glacier giant is considered a +1 icy burst weapon. When a glacier giant forms ice weapons, he does so based on his strength and grasp. He can choose to create wield a two-handed weapon he forms one-handed, suffering a -4 penalty on attacks and dealing +10 damage on a successful hit rather than +15.

Weapons are not normally forged out of ice for a reason; it is an unreliable material in combat. When a glacier giant confirms a critical hit with an ice club, it gains the broken condition. If the glacier giant confirms a critical hit with a broken ice club, the weapon shatters after dealing its damage. When a glacier giant suffers a critical hit, its ice-formed tower shield is destroyed. If the glacier giant has not formed a tower shield, its ice-formed plate mail is destroyed instead.

Frigid (Su) Whenever a glacier giant successfully hits with its ice club, the target might succumb to the chill of the ice shards puncturing its skin. Each round the subject of frigid must make a Fortitude save (DC 15) each or suffer the following effects:

Round 1 – staggered

Round 2 – slow

Round 3+ – petrified

All effects of frigid end on a successful Fortitude saving throw. Creatures immune to cold are immune to the effects of frigid.

Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the glacier giant climbs must be icy. The glacier giant can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

These slow-moving cousins of the frost giant are rare to the point of myth. The dwarves who first witnessed this giant embodiment of cold’s mastery over ice dubbed it Jokul Frosti, commonly changed to Jack Frost by the villagers who have since crossed them. A glacier giant’s lethargic mannerisms lead many hunters who see one to belief they have caught it injured or exhausted. They mount impromptu attacks, only to find the giant at full strength and ever-ready for a fresh meal.

Glacier giants are only fertile for one year of their long lives. They are particularly active during this mating period. The pursuit of the few or possibly only fertile glacier giant of the opposite gender makes them ornery, and they have been known to band together with frost giants for the company and raid cities to relief stress. Despite their similarities, glacier giants and frost giants cannot breed together, although that does not prevent fertile glacier giants from trying.

Although they need very little food to survive, glacier giants attack potential prey on sight, attempting to freeze any creature not immune to its frigid attacks for later consumption. They stalk icy plains near water in particular to ease transporting their frozen meals back to their mountain cave lairs.

Glacier giants enjoy their resistance to fire and mock any mage in witness of an ineffective fireball or scorching ray. They prefer to corner a few targets behind wall of ice spells and use their Anchor to Ice and Vital Strike feats. Glacier giants beat opponents immune to cold back with their Improved Awesome Blow to better focus on targets vulnerable to the frigid effect of their ice club.

Anchor to Ice [Monster]

Ice crawls off the ground and freezes around this creature’s leg.

Prerequisite: Cold subtype

Benefit: When in icy terrain, as a move action that does not provoke an attack of opportunity, this creature can freeze itself to the ground. While in this state, it cannot move and suffers a -4 circumstance penalty to Reflex saving throws. It gains a +1 circumstance bonus on melee attack rolls, a +2 circumstance bonus to melee damage, and a +20 circumstance bonus to Combat Maneuver Defense against forced movement. Ending the effects of Anchor to Ice is a free action.

Based on Anchor to Earth, originally published in 101 Monster Feats by Rite Publishing

OGL Declaration

Design: Ryan Costello, Jr

Thanks to: Hecknoshow

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

101 Monster Feats © 2011 Steven D. Russell, Open Gaming License Copyright © 2007

Bestiary 2 © 2011 Paizo Publishing, LLC; Author: Jason Bulmahn

Glacier Giant. Copyright 2011; Author Ryan Costello, Jr


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Jefferson Thacker

Before Perram joined Know Direction as the show’s first full time co-host, the podcast could have best been describe as a bunch of Pathfinder RPG stuff. Perram brings a knowledge of and love for Golarion to Know Direction, something any Pathfinder podcast is lacking without. On top of being a man on the pulse of the Pathfinder campaign setting, Perram is the founder of the superlative site for Pathfinder spellcasters, Perram’s Spellbook, a free web application that creates customized spell cards.

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