The so called Frost Giant is an elemental entity from one of Jupiter’s frozen moons. Its natural form is that of a gas, but due to the nature of Earth’s atmosphere and its crash landing in the arctic, it has formed into a being of ice — a form that causes it considerable pain.
Frost giants appear as skeletal beings with hunched legs, scythe-like arms, with a snake-like head form of white ice. They are tireless, plunging through ice and snow at a relentless pace. The frost giant seeks out any heat source and attempts to absorb its heat, an attack which is ultimately fatal for any living being. If it does manage to receive enough heat damage that destroys it, the frost giant becomes even more terrifying in mist form.
Once in mist form, a frost giant becomes incorporeal and nigh impossible to destroy. It is possible, using a pressurized chamber, to force the frost giant back into a solid form, but the technology available to cause this transformation is very rare. At best, frost giants can be contained in larger blocks of ice.
Frost Giant (CR 6, HD 9d8+45)
NE Large Elemental (Cold)
Init +0 Spd 40
Senses Darkvision (Ex): 60 ft.; | Listen +4, Spot +4
AC 21 (FF 21, Touch 13)
hp 85 (Disabled -5/Dying -20/Injury 20)
Saves: Fort +8, Ref +3, Will +5
Damage Reduction (Su): 5/-, Vulnerability: Fire (Ex), Immunity: Cold (Ex), Immunity: Poison (Ex), Immunity: Reincarnate (Ex), Immunity: Raise Dead (Ex), Immunity: Sleep Effects (Ex), Immunity: Flanking (Ex), Immunity: Resurrection (Ex), Immunity: Stun (Ex), Immunity: Paralysis (Ex), Immunity: Critical hits (Ex)
Atk +10/+5 base melee, +5/+0 base ranged; Grapple +15; Face 10’x10′; Reach 10′;
+10 Melee (2 Claw 2d6+5/crit 20/x2) and +8 Melee (Bite 2d8+2/crit 20/x2);
SA: Freeze (Ex)
SQ: Deflecting Cold (Su), Racial Traits: Elemental,
Abilities STR 21, DEX 11, CON 20, INT 9, WIS 10, CHA 14
Feats: Improved Natural Attack: Bite, Improved Natural Attack: Claw, Iron Will, Multiattack.
Skills: Jump + 9, Listen + 4, Search + 3, Spot + 4.
Freeze (Ex): A frost giant generates so much cold that its mere touch, including all its attacks, deals an additional +1d6 points of cold damage. Any metallic weapon a frost giant might wield in combat also conducts this cold.
Deflecting Cold (Su): The magical cold radiance that shines from the cracks in a frost giant’s ice gives it a measure of defense, providing it with a +4 deflection bonus to Armor Class.
Vulnerability: Fire (Ex): A frost giant takes double damage from fire.
Vulnerability: Cold (Ex): Any magical attack against a frost giant that deals cold damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the frost giant to exceed its full normal hit points, it gains any excess as temporary hit points. A frost giant gets no saving throw against magical attacks that deal cold damage. Any area attack cold effect drains the frost giant of 1 point of Dexterity per level of the spell. The frost giant gets no saving throw against any of these effects. It is possible to both heal the frost giant and entomb it in ice in this fashion.
Mist Form (Su): Most of the time a frost giant is more or less solid, but if reduced to 0 hit points it becomes mist. A frost giant in mist form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 9th).
Mist Claws (Ex): A frost giant in mist form (see above) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. mist inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Skills: A frost giant’s transparent hide bestows a +12 racial bonus to Hide checks in snowy areas.
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