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Kargstaad

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 49
Unspecific Lore: DC 47
Specific Lore: DC 44

Elite | Normal | Weak
Proficiency without Level

KargstaadCreature 19

Legacy Content

Unique CE Large Cold Giant Humanoid 
Source Kingmaker Adventure Path pg. 448
Variant frost giant
Perception +14; low-light visionLanguages Aklo, Common, Jotun, Sylvan
Skills Athletics +20, Crafting +14, Intimidation +18, Stealth +14 (+18 in snow)
Str +10, Dex +6, Con +8, Int +4, Wis +6, Cha +8
Items +2 striking hatchets (4), +2 greater resilient hide armor, sack with 5 rocks
AC 24; Fort +16, Ref +12, Will +14; juggernaut
HP 360 (fast healing 20); Immunities cold; Weaknesses fire 20
Attack of Opportunity [reaction] Catch Rock [reaction] Juggernaut When Kargstaad rolls a success on a Fortitude save, he gets a critical success instead.
Speed 30 feet; ice stride
Melee [one-action] hatchet +18 [+14/+10] (agile, magical, sweep), Damage 3d6+18 slashing plus 2d6 coldRanged [one-action] rock +16 [+11/+6] (brutal, range increment 120 feet), Damage 2d10+18 bludgeoningChill Breath [one-action] (cold, evocation, primal) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 9d6 cold damage. Each creature in the cone must attempt a DC 12 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 12). The giant can't use Chill Breath again for 1d4 rounds.Hatchet Onslaught [three-actions] Requirement Each of Kargstaad's four hands wields a hatchet. Effect Kargstaad Strides up to half his speed, then makes four hatchet Strikes, applying his multiple attack penalty as normal.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 iceRage [one-action] Requirements Kargstaad isn't fatigued or raging. Effect Kargstaad gains 25 temporary hit points, deals an extra 12 points of damage with thrown rocks, and deals an extra 6 points of damage with hatchets. He takes a –1 penalty to AC and can't use actions with the concentrate trait (except Seek) unless they also have the rage trait.Throw Rock [one-action] Wide Swing [one-action] Kargstaad makes a single hatchet Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for Kargstaad's multiple attack penalty.