Frost Giant Jarl

Frost Giant Jarl
Level 15 (+7)
"I can’t believe we made it this far, look, I can see the treasure glinting in the back of the cavern! Relax guys, I have a good feeling about this, just a few more...alright…..I quit."
——Sebastian Pots, Adventuring Rogue
There is only one Jarl in a Frost Giant clan, and he is always the largest, strongest, and arguably smartest of his people. Respecting strength over all other things, a Jarl must be powerful and commanding to rule a clan of massive, hardened survivors. He has fought his way up through the ranks, most likely deposing the Jarl before him in honorable combat when the former leader grew too weak to defend his position. The leader of the Frost Giants is well equipped, with heavy plate armor and a massive greataxe, which he has mastered over many hard-won battles. Typically a bit older and wiser than his kin, the Jarl is also responsible for the protection and organization of his clan. Should they wish to ally with another group, or plan to raid a settlement, the Jarl handles all planning and negotiations. Refusing to obey his commands, not matter what race a being hails from, almost always results in execution.
Awareness
24
Senses
Low-light Vision
Initiative
17/1d10
Max HP
394
Resilience: +6
Healing Value: 78
Morale
4
Defenses
AC
26/39
Touch
21
Fort
25
Reflex
23
Will
21
Resistances: Cold (Imm)
Vulnerabilities: Fire (1.5x)
Defensive Actions
Battle Hardened
It requires two advantages (instead of one) to automatically upgrade a Glancing Hit to a Full Hit. (Basic)
Attributes / Saving Throws
STR
32 / 36
DEX
9 / 13
CON
23 / 27
INT
12 / 14
WIS
18 / 20
CHA
15 / 17
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 45ft / 4
Sprint 70ft / 4
At-Will
+20 vs AC (Crit 19%/12)
Greataxe
2d12+26 Chopping + 15 Cold damage (ArN 9)
REC 8, Reach 10ft
2d10+28 Bludgeoning + 15 Cold damage
Grapple +22
Special Actions
Jarl Techniques
On each turn, roll 1d8 to determine the actions available to the Frost Giant Jarl.

Any result, choose one of the following:
Basic Attack: Make a Greataxe or Rock Throw attack. (Basic)

3 or more, choose one of the following:
Sweeping Axe: Before making a Greataxe attack, make a +12 vs Grapple to knock the target Prone. If the target is Prone for your Greataxe attack, deal +2d12. (Basic)
Frigid Chopping: Make a Greataxe attack. On a hit, change all damage to Cold and deal +2d12 damage. (Basic)

5 or more, choose one of the following:
Frost Cyclone: Make a Greataxe attack on up to 3 creatures within range. On a hit, change all damage to Cold and deal +20 damage. Additionally, targets are Pushed 10ft and Blinded [SE, ST 4d10 vs DEX]. (Advanced)
Trampling Charge: Charge one creature. On a hit, deal an additional +2d12 damage and a target of medium size or smaller is knocked Prone. If the target is Confined, a miss is upgraded to a Glancing Hit, and a Glancing Hit is upgraded to a Full Hit. (Advanced)

7 or more:
Stunning Blow: Make a Greataxe attack. On a hit, deal an additional +4d12 damage and the target is Stunned for 1d6+4 segments. If the target is already Dazed or Stunned, the target is instead Unconscious for 1d6+4 segments. (Legendary)
Overland Movement
40 mi/day
Qualities
  • Frigid Weapons: Weapons of the Frost Giant are wreathed in Cold, dealing extra Cold damage on a hit. (inc)
  • Frost Kin: Immune to Cold, Vulnerable (1.5x) Fire. (inc)
  • Giant Encumbrance: A Giant's speed is not reduced by Armor or light or medium encumbrance. (inc)
  • Natural Armor: AC +2/+6 (inc)
Skills: Rank 2 Balance [+1], Rank 6 Climb [+14], Rank 5 Jump [+9], Rank 2 Search [+6], Rank 5 Stealth [-1], Rank 4 Listen [+10], Rank 6 Spot [+14], Rank 1 Animal Care [ +5], Rank 3 Hunting [ +8], Rank 2 Orienteering [ +6], Rank 5 Survival [ +15], Rank 4 Martial Pract. [ +13], Rank 7 Coercion [+22], Rank 2 Deception [+5], Rank 4 Manipulation [+9], Rank 6 Persuasion [+14], Rank 6 Bravery [+16], Rank 5 Intuition [+12], Rank 4 Suspicion [+10]
Feats: Great Morale, Improved Speed, Heavy Hitter, Improved Negation, Improved Attack
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 6 Martial
Combat Training: Melee 5, Ranged 3, Parry 4, Fort 3, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Full Plate, Greataxe
Social
Languages: Giant
Composure: 22
Charm
+1
Coercion
+22
Deception
+5
Manipulation
+9
Persuasion
+14
Aloofness
+1
Bravery
+16
Intuition
+12
Tolerance
+3
Suspicion
+10
Prejudices:
  • Smaller Creatures: Hate 1, Doubt 2
  • Dwarves: Hate 2
Motives: