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### Ice Giants Emerging from the frigid abyss of the coldest realms, Ice Giants are magnificent and chilling titans of frost and snow. Their bodies, sculpted from translucent ice, glint with an inner luminescence, casting prismatic refractions that dance like the Northern Lights. Massive in stature, their very presence seems to lower the temperature of the surrounding area, and their footsteps leave behind deep imprints filled with a biting cold. Their eyes, devoid of warmth, gleam with an intensity that mirrors the harshest winter nights, hinting at the profound depths of their ancient souls. The domains of the Ice Giants are the remote polar landscapes, glacial fortresses, and icy peaks where few dare to tread. Within these frozen bastions, they craft magnificent palaces of sapphire ice and crystalline snow, which stand as a testament to their mastery over the cold. Their society values strength and endurance, with many rites of passage centered around withstanding the severe elements of their homeland. Legends whisper of their mystical abilities to manipulate blizzards, freeze vast bodies of water instantaneously, and summon creatures born of ice and snow to do their bidding. While their nature might suggest a heart as cold as the ice they wield, Ice Giants are not innately malevolent. They live by a strict code of honor, respecting those who show resilience, cunning, and respect towards the chilling might of nature. However, woe betide those who desecrate their icy realms or threaten their kin. An angered Ice Giant is a force of nature unto itself, wielding the fury of winter storms and the unyielding might of glaciers. Those who earn their ire quickly learn the true meaning of a frozen doom. \pagebreak ### Tier 5
___ ___ > ## Ice Giant >*Gigantic, Colossus* > >*Tier 5, Challenge Point 60, XP: 300* > > ### Attributes >|**AC** 20 |**AP** 10 | >|:-|:-| > |**HP** 612 | **Posture** 308 | > |**Mana** 40 > - **Damage Immunities:** Cold > - **Damage Weakness:** Fire > - **Passive Insight/ Perception** 18 > - **Language** Jotun, Elemental Speech (Aquan) > ### Movement >|**Base** 60 | **Climb/ Swim** 60 | **Dash** 120| >|:-|:-:|-:| > ### Stats + Skills >|**STR** +12 |**DEX** -2 |**INT** +12 |**WIS** +8 | **CHA** -1| >|:---:|:---:|:---:|:---:|:---:| > - **LU +0:** Luck Points: 0; Critical Fail: 1 > > > ### Villain Action > - **Villain Magic** Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells > - **Villain Save** When you fail a Save, you can succeed on it instead. However, you become Knocked Prone, leaving your neck exposed if you do so. > - You cannot use this if you are already Knocked Prone. > > ### Abilities > - **Colossus Climb** A Large or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 20) or fall. > - A creature with a Climbing Speed as their Base speed automatically succeeds this Save. If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 40 feet can reach your neck. > - If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage. > - **Freezing Aura:** At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 20), or become Contained for 1 turn. If a creature was already Contained, it takes 1d8 cold damage instead. > - **Heavy Impact** When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 20), or be pushed 10 feet away and become Stunned and Knocked Prone. > > - **Ice Armor** If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d8 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 6). > - **Spell Skill** Spell Hit: +12, Spell DC (20) > - **Smiths Tools** You know the Smith Tools > ### Actions (2) > > - **Ice Hammer** *Hit* +12, *Dmg* 4d12 strike + 2 cold > - *Long Reach:* Your reach is 15 feet > - *Cold Strike:* On a hit, the target must succeed on an Endurance Save (DC 20), or become Contained for 1 turn. If the target was already Contained, it takes 1d8 cold damage instead. > - *Favorite Weapon:* You ignore all AP and deal extra 1d8 damage against Posture. > - **Throw Giant Snowball** Choose 1 point within 60 feet of you. All creatures within 20 feet of that point must make an Agility Save (DC 20). On a fail, a creature takes 2d8 strike + 2d8 cold damage and becomes Contained and Immobilized for 1 turn. On a success, it only takes half that damage. > - **Cast Spell** You can cast the following spells: > - *At Will:* Frost Bite, Tinkering Magic > - *Level 1 (1 Mana):* Cold Whisper > - *Level 2 (2 Mana):* Frost Wind > - *Level 3 (4 Mana):* Freezing Weather > - *Level 4 (6 Mana):* Blizzard > - *Level 5 (10 Mana):* Ice Prison