Frost Giant (Hallavar)

Frost giants are the most feared denizens of the far north. They are much larger than their other cousins, save for the massive mountain giant. They bring destruction on land or at sea. Born with innate magic talent, and many among them are learned spellcasters. They adorn themselves with tattoos, and the mages among them often tattoo their spellbooks on their skin. They can not use iron or steel, so amarnium and tritium are greatly prized by them. 

Frost giants are a dying race. They have strange growths and mutations, passed down along their family trees. Despite the careful care and attention of the parents, most die before adolescence—the reasons for these inherited illnesses remain a mystery. They are immune to the cold, and can hold their breath for long periods of time, though fire and heat do great harm to them.

They have a matriarchal society, with the ability of childbearing one of the most important abilities of a frost giant. Tribes are usually run by an elected female, chosen after long periods of meditation and “dream walking,” or the power to have lucid dreams. The power and symbology of their dreams holds an importance to frost giants that cannot be understated..

They have grey skin with white or blonde hair. They stand around 18 feet tall and weigh around 9,000 lbs. 

Frost Giant

CharacteristicsCV9
StatScore%Speed45’, Swim 35’
STR28140HP80
CON20100Dmg Mod+4d6
SIZ50250AV8
INT1050ClassBeing
ACU1575TypeGiant
DEX945Horror—
SOC945TreasureAverage
  • Attack: Great Axe 90% 2d8+9+dm; Slam 85% 1d8+9+dm; Ice Boulder 75% 2d8+9+dm
  • Skills: Athletics 90%, Dodge 35%, Grapple 90%, Hide 25%, Listen 75%, Spellcraft 80%, Spot 75%, Stealth 25%, Survival 85%, Swim 80%
  • Special: Child of Winter, Deep Breath, Dream Walker, Frost Magic, Titanic, Reach 15’
  • Weaknesses: Fire
  • Habitat: Arctic regions, frozen coasts and northern seas
  • Encounter: Solitary, Pair, or Clan (4–12)

SIZ Note

Huge (SIZ 50) = -15% to Hide, Stealth, and Dodge (already applied).

Titanic

When a frost giant successfully hits a smaller creature with a melee attack, it may immediately attempt a Knockback Heroic Action against that creature without sacrificing the attack’s damage.

Because of its tremendous SIZ, a Hallavar that wins the opposed action may knock the creature up to 15’ away. If the victim strikes a solid object, it suffers an additional 1d6 damage.

Child of Winter

Frost giants are creatures of supernatural cold. They are immune to cold damage and suffer no harm from naturally cold environments. Fire attacks inflict double damage against a frost giant.

Deep Breath

A Hallavar can hold its breath for up to 80 minutes and suffers no penalties from swimming in extremely cold water. This allows frost giants to travel beneath sea ice for extraordinary distances, emerging unexpectedly onto ships, ice floes, and distant shores.

Dream Walker

Dreams are sacred to the Hallavar. When a frost giant sleeps, it can consciously enter and explore its own dreams. A frost giant that sleeps for at least 4 hours may attempt a Spellcraft check upon waking. On a success, the giant receives a symbolic dream concerning a person, place, object, or event that occupied its thoughts before sleeping. The dream is symbolic rather than a literal prediction of the future. This ability is innate Hallavar magic and does not cost Mana.

Frost Magic

All Hallavar possess some magical ability, although only dedicated mages master its full potential.

A typical frost giant has 15 Mana and Spellcraft 80%.

A typical Hallavar knows:

Elemental Blast, Elemental Shield, Elemental Wall, Mage Bolt, Protection from the Elements, See Magic, Vision

When using an elemental spell, the Hallavar normally manifests it as cold or ice.

Cold Magic Resistance

A frost giant takes half damage from cold magic—though its Child of Winter ability normally makes it completely immune to cold damage—and gains a +20% bonus to saves against magical effects based upon cold or ice.

Giant Magic

Unlike most giant peoples, magic is an important part of Hallavar culture. A frost giant encountered as a dedicated mage may know additional spells.

Treasure

Wandering Treasure: 300 gp in mixed northern coins, an amarnium torc worth 400 gp, three carved ivory dream tokens worth 100 gp each, and magical tattooing inks worth 200 gp. Total Value: 1,200 gp.

Lair Treasure: 1,500 gp in coins and precious metal, amarnium jewelry and ceremonial objects worth 1,500 gp, tritium worth 1,000 gp, ancestral ivory carvings worth 500 gp, and magical writings containing the formula for one SagaBorn spell worth approximately 500 gp to an appropriate buyer. Total Value: approximately 5,000 gp.

Frost Giant (Hallavar) Lairs

1d10Lair
1Glacial Cave: Tunnels carved naturally through ancient blue ice form a constantly shifting complex of chambers.
2Icebound Keep: An abandoned fortress has been swallowed by a glacier. The Hallavar move through both the surviving halls and tunnels in the surrounding ice.
3Frozen Sea Cave: The entrance lies beneath a coastal cliff, with portions accessible only by swimming beneath the sea ice.
4Dreaming Hall: An ancient Hallavar sanctuary built around a circular chamber where generations of giants have practiced dream walking.
5Iceberg Home: The Hallavar lives within a massive iceberg drifting through the northern sea. Submerged tunnels connect chambers above and below the waterline.
6Frozen Ship Graveyard: Several ships trapped and crushed by the ice have been incorporated into the giant’s home, their hulls becoming rooms and storage chambers.
7Ancestral Glacier: Generations of dead Hallavar are preserved within the ice. The living dwell among their frozen ancestors and come here seeking dreams and guidance.
8Hot Spring Cavern: Geothermal springs create a warm refuge beneath the frozen wilderness. Ice tunnels above conceal the unexpectedly lush caverns below.
9Clifftop Observatory: A stone complex overlooks the northern sky. Open chambers and carved markers are used to observe stars, moons, auroras, and other signs connected to Hallavar dreams.
10Lost Hallavar Settlement: A nearly abandoned giant settlement was built for dozens of Hallavar but now houses only a handful. Empty homes emphasize the slow disappearance of their people.