Goliaths
High mountain folk on the Ilyr-Khaz ice roads, who prioritize right of way and burden sharing over lineage.
Goliath communities consider every journey a mutual responsibility; Even the strongest traveler suffers the same fate as the slowest person in a storm. The iceway guardians consider it both an economic and sacred duty to keep the northern passages open.
Canonical record
Goliaths live in Ilyr-Khaz and the high mountains. There are communities whose mountains accept the bodies of dead giants or still dormant wills.
Competition is a method of preparing the group for difficult conditions rather than individual superiority. It is considered valuable not to abandon someone because of weakness, but to honestly accept the burden that the group cannot bear. The Goliaths who live in the Frost Palace are affected by the ice protection law.
Goliath Ice Path Guardian
Medium humanoid (Goliath), usually neutral disposition
Defense 16 (hide armor)
Hit Points 95 (10d8 + 50)
Speed 9 m.
Saves Strength +8, Day +8
Skills Athletics +8, Survival +5, Perception +5
Damage Resistances cold
Senses passive Perception 15
Languages Common Language, Devce
Threat 5 · Experience Award 1,800 • Proficiency Bonus +3
Properties
Stone Durability (3/Day). The Watchman reacts by reducing the damage he takes by 10 (1d12 + 4).
Mountain Born. Compatible with high altitude and extreme cold.
Strong Structure. Carrying capacity is calculated as if it were one size larger.
Actions
Multi Attack. The guard makes two attacks with his giant axe.
Giant's Axe. Melee Weapon Attack: +8 to hit, range 1.5 m., one target. Hit: 11 (1d12 + 5) slashing damage.
Avalanche Thrust (Recharge 5–6). Watchman pushes snow and crushed ice in a 15-foot cone. If the creature fails a GM 15 Strength save, it takes 18 (4d8) crushing damage, is pushed 15 feet, and falls to the ground.