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Graylok Gatebreaker

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Graylok GatebreakerCreature 7

Legacy Content

Uncommon CE Large Cold Giant Humanoid 
Source Pathfinder #177: Burning Tundra pg. 20
Frost giant besiegers
Perception +16; low-light vision
Languages Common, Jotun
Skills Athletics +19, Intimidation +14
Str +7, Dex +0, Con +5, Int +0, Wis +2, Cha +0
Items +1 striking battle axe, battering ram, breastplate, large tower shield (Hardness 5, HP 30, BT 15)
AC 26 (32 with shield raised, 34 behind cover); Fort +19, Ref +12, Will +12
HP 110; Immunities cold; Weaknesses fire 10
Shield Block [reaction]
Speed 25 feet; ice stride
Melee [one-action] battleaxe +18 [+13/+8] (magical, reach 10 feet, sweep), Damage 2d8-2+9 slashingMelee [one-action] foot +18 [+13/+8] (reach 10 feet), Damage 2d8-2+7 bludgeoningFreeze Blade [one-action] The frost giant gatebreaker breathes on the blade of their battleaxe, coating it in a layer of magical ice. For 1 minute, the frost giant's battleaxe Strikes gain the cold trait, and creatures struck by the battleaxe are slowed 1; at the end of each of their turns, the slowed creature can attempt a DC 21 Fortitude save to end the condition.Ice Stride A frost giant isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.Shielded Stride When the frost giant gatebreaker has their shield up, they can Stride to move half their Speed without triggering reactions that are triggered by their movement (such as Attack of Opportunity).Trampling Ram [three-actions] Requirements Another frost giant gatebreaker has Readied to Stride on the frost giant gatebreaker's order; Effect The two frost giants Stride, with a maximum distance equal to the slowest giant's Speed. Every creature whose space they move through takes 2d8+9 bludgeoning damage (DC 21 basic Reflex save); creatures who fail their save fall prone. At the end of their movement, the giants make a single Strike with a +20 modifier (reach 15 feet), inflicting 4d6+16 bludgeoning damage on a hit and knocking the target prone. If the giants hit, they can immediately attempt to Shove the creature as a free action.