Actions/Abilities/Traits: Pathfinder 2e
Ability
Variant frost giant
Ability
Catch Rock
Ability
Chill Breath
(cold, evocation, primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 7d6 cold damage. Each creature in the cone must attempt a DC 36 basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 36). The giant can't use Chill Breath again for 1d4 rounds.
Ability
Ice Stride
A frost giant isn't impeded by difficult terrain caused by snow or ice, nor does it need to attempt Acrobatics checks to keep from falling on slippery ice.
Ability
Throw Rock
Ability
Wide Swing
The frost giant makes a single greataxe Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the frost giant's multiple attack penalty.
Offense
Melee
Circumstance: combat round (melee)
greataxe +29 [+24/+19] (magical, reach 10 feet, sweep), Damage 2d12+22 slashing
Offense
Ranged
Circumstance: combat round (ranged)
rock +29 [+24/+19] (brutal, range increment 120 feet), Damage 3d10+13 bludgeoning
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Giant
Giants are massive humanoid creatures.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+2 resilient white dragonhide breastplate
+2 striking greataxe
sack with 5 rocks
Language
Common
Jotun
Perception
low-light vision
Weakness
fire 15
Actions/Abilities/Traits: Pathfinder 2e