Algidarch
This monstrous humanoid is dressed in furs and carries a massive sword slung across its back. Its flesh is bluish-white, and its hair the color of snow.
Algidarch (CR 5)
Large Humanoid (Cold, Giant)Alignment: Chaotic Evil
Initiative: +0
Senses: Low-Light Vision; Perception +7
Aura: cold (10 feet, 1d6 cold)
Speed: 40 feet
Space: 10 feet
Defense
Armor Class: 16, touch 9, flat-footed 16 (+7 natural, -1 size)Hit Points: 66 (7d8+28 plus 7)
Saving Throws: Fort +9, Ref +2, Will +4
Immunity: cold
Weaknesses: vulnerability to fire
Offense
Melee: greatsword +10 (3d6+9) or 2 slams +10 (1d6+6 plus 1d6 cold)Reach: 10 feet
Special Attacks: avalanche, freezing wind
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 18 (+4) | 10 (+0) | 11 (+0) | 12 (+1) |
CMB +12
CMD 22
Feats: Intimidating Prowess, Iron Will, Toughness
Skills: Climb +6, Intimidate +7, Perception +7, Stealth +1 (+5 in snow), Survival +5
- Racial Modifiers: +4 Stealth in snow
Special Abilities
Avalanche (Su)
Once per day, as a standard action, an algidarch can cause a deluge of snow and ice to rains down in a 60-foot radius. This ability has a range of 100 feet. Creatures caught in the area take 5d6 points of cold damage and the avalanche affects a creature as if hit with a bull rush (CMB +17). A DC 17 Reflex save reduces the damage by half. The save DC is Constitution-based.Freezing Wind (Su)
Once per day, as a standard action, an algidarch can create a freezing wind that functions as a wind wall spell (CL 7th) and that deals 5d6 points of cold damage (DC 17 Fortitude save for half) to creatures affected by the wind. The save DC is Constitution-based.Ecology
Environment: Cold Hills or MoutainsOrganization: solitary, pair, gang (3-4), hunting band (3-4 plus 5-8 frost men, 1-2 winter wolves), or tribe (5-16 plus 50% noncombatants, 4-8 frost men, 4-6 winter wolves, plus 1 adept, cleric, or sorcerer of 3rd-5th level; 1 barbarian of 4th-6th level)
Treasure: standard (greatsword, other treasure)
Algidarchs are an offshoot of giants (possibly jotuns or frost giants) and dwell in crude structures built atop hills and rocky outcroppings. Entire villages are sometimes found jutting from the side of a cliff or hill. Villages are normally ruled by a chieftain (a fighter of 6th-8th level) and some contain witch doctors or shamans (both being witches, sorcerers, or clerics of 4th-6th level). Algidarchs are a selfish, malevolent race that takes great pride in both of those facts. They frequently waylay travelers on nearby roads, stealing goods, treasure, women, and whatever else they desire at the time. Captured humanoids are kept as slaves or sold to other giant races as slaves. Algidarchs rarely eat humanoids they capture. In tough times when food is scarce they might, but the meat portion of their diet is generally deer, elk, moose, and even mastodon.
Algidarch adults stand around 9 feet tall and weigh roughly 1,000 pounds. Skin color among algidarchs is always pale with a slight hint of blue. Algidarchs' hair is always worn long and though color can vary slightly, it is almost always white or some shade of white. Most males have long beards they wear braided or tied. Females are slightly smaller in stature than males, but no less effective in combat. Algidarchs can live to be 225 years old.
An algidarch announces its presence by flooding the area with freezing winds and a sudden avalanche. This avalanche can take the form of their special ability or can be a true avalanche caused by several algidarchs perched atop a snow-covered hillside or mountaintop. Survivors are attacked in melee with the intent of capturing or killing them. Slain opponents are left to scavengers after their bodies are looted.
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