The Nameless Thing
In his youth, Gungir the frost giant dallied with a white dragon that had taken the form of a frost giant. The product of their union was a bizarre half-dragon centauroid creature, with the torso of a frost giant attached to the wingless body of a white dragon.
Unsure of whether his son’s birth represented a promising omen or a curse from the gods, Gungir kept the creature locked away, eventually bringing it to this place and trapping it within the chamber it lives in today. As it grew in size and power, he has begun to fear that it might someday represent a threat to his leadership.
Over the years, this nameless hybrid has railed against its captor, hurling all manner of threats and curses at Gungir. Eventually, these curses were heard—but not by Gungir. Instead, a powerful fiend or dark god granted the beast a boon, turning it into a blackguard (and gifting it with its unholy greatsword).
Now it waits patiently for a chance to wreak vengeance upon Gungir. It cares nothing for the greatness of giants or of leading its father’s people—only of destroying its father and jailor.
The Nameless Thing: half-dragon frost giant Bla2; CR 13; Large dragon (Cold); HD 14d10+84 plus 2d10+12; hp 184; Spd 30 ft.; AC 23 (touch 10, flat-footed 22); Atk +23/+18 melee (2d8+19 plus 2d6 vs. good/19-20, Huge +1 unholy greatsword), or +21 melee (1d8+12, bite) and +16/+16 melee (1d6+6, 2 claws), or +11/+6 ranged (2d6+9, thrown rock); Face/Reach 5 ft. by 10 ft./10 ft.; SA rock throwing, breath weapon, smite good, spell use, poison use, detect good; SQ immunities, rock catching, cold subtype, stability; AL CE; SV Fort +19, Ref +9, Will +10; Str 35, Dex 12, Con 23, Int 14, Wis 14, Cha 18.
Skills and Feats: Climb +24, Concentration +12, Hide +7, Jump +24, Listen +8, Knowledge (religion) +8, Sense Motive +8, Spot +14; Cleave, Power Attack, Sunder, Weapon Focus (greatsword).
Breath Weapon (Su): 30-ft. cone of cold for 3d6 (Reflex DC 16 halves).
Detect Good (Sp): At will, as the spell.
Immunities (Ex): Immune to sleep and paralysis.
Poison Use (Ex): Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Rock Catching (Ex): Can catch Small, Medium-size, or Large rocks with a
Reflex save (DC 15, 20, or 25).
Rock Throwing (Ex): Range increment 120 ft.
Smite Good (Su): Add +4 to attack roll and +2 to damage (1/day).
Stability (Ex): Unlike most half-dragons, the creature has four legs, granting it extra stability against attacks such as bull rush.
Spells Prepared (2; DC = 14 plus spell level): 1—cause fear, cure light wounds.
Possessions: +1 unholy Huge greatsword.
Excerpted from "Crumbling Hall of the Frost Giant Jarl" by Andy Collins.
All material copyright Andy Collins 2001-2008.