Eisk Jaat Mauler
Medium elemental humanoid (cold)
Level 16 Brute (Leader) XP 1400

Initiative +12        Senses Perception +14
Pack Master aura 5: each elemental beast ally that starts its turn within the aura rolls twice when recharging a power that recharges on a die roll, taking the higher result.
HP 194; Bloodied 97
AC 28; Fortitude 29, Reflex 26, Will 28
Immune slowed; Resist 15 cold
Speed 5 (ice walk)

Frost Maul (standard, at-will) Cold, Weapon

+19 vs AC; 2d6+5 damage plus 2d6 cold damage, and the target is slowed until the end of the eisk jaat mauler’s next turn.

Icebind Strike (standard, recharge ) Cold, Weapon

Targets a prone or slowed creature; +17 vs Fortitude; 4d6+5 cold damage, and the target is restrained (save ends). Aftereffect: The target is slowed until the end of the eisk jaat mauler’s next turn.

Icebound Footing

When an effect pulls, pushes, or slides an eisk jaat, the eisk jaat moves 1 square less than the effect specifies. Also, an eisk jaat can make a saving throw to avoid being knocked prone.

Alignment Evil        Languages Giant
Str 20 (+13)      Dex 19 (+12)      Wis 22 (+14)
Con 24 (+15)      Int 10 (+8)      Cha 12 (+9)

Equipment: frost maul, hide armor .

Description: Bitter and deadly as the north wind, eisk jaats are creatures of primordial cold. Although they are descended from dwarves enslaved by giants, they are twisted in body, mind, and soul. Eisk jaats often serve frost giants but can be found in any realm of harsh cold, usually working toward nefarious ends.
These eccentric eisk jaats often live amid winter wolves, which view them as pack leaders.


Published in The Plane Below, page(s) 136.