Frost Giant Chieftain
Large elemental humanoid (cold, giant)
Level 20 Controller XP 2800

HP 190; Bloodied 95Initiative +15
AC 34, Fortitude 33, Reflex 29, Will 30Perception+14
Speed 8 (ice walk)
Resist 15 cold


Emanating Cold Aura 2

Enemies within the aura grant combat advantage to cold creatures.

Icebound Footing

When an effect pulls, pushes, or slides the chieftain, it moves 2 squares less than the effect specifies. In addition, the chieftain can make a saving throw to avoid falling prone.

Standard Actions

Icy Greataxe (cold, weapon) At-Will

Attack: Melee 2 (one creature); +25 vs. AC

Hit: 2d12 + 5 cold damage.

Eye of the Storm (cold) At-Will

Attack: Ranged 5 (one creature); +23 vs. Reflex

Hit: 2d8 + 9 cold damage, and the target takes ongoing 10 cold damage and is slowed (save ends both).

Minor Actions

Pillar of Ice At-Will 1/round

Effect: The chieftain creates a Medium or Large pillar of ice on a solid surface in an unoccupied square within 10 squares of it. The pillar occupies the space in which it’s created, and it lasts until the end of the chieftain’s next turn. Any enemy that starts its turn adjacent to the pillar is slowed until the start of its next turn. The pillar blocks line of sight, and while adjacent to the pillar, an enemy grants combat advantage.

Grip of Winter (cold, zone) Recharge when first bloodied

Effect: The chieftain creates a zone in an area burst 2 within 10 squares that lasts until the end of the encounter. The zone is difficult terrain, and any enemy that ends its turn within the zone takes 15 cold damage.

Skills Athletics +22, Intimidate +21
Str 25 (+17)                Dex 20 (+15)                Wis 18 (+14)
Con 22 (+16)                Int 15 (+12)                Cha 23 (+16)

Alignment evil        Languages Giant, Primordial
Equipment: greataxe , hide armor .

Published in Monster Manual 3, page(s) 99.