Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Vaprak’s Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
- The giant has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
- The giant has resistance to bludgeoning, piercing, and slashing damage.
Multiattack. The giant makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Chief Frostjaw can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Chief Frostjaw regains spent legendary actions at the start of its turn.
Howl. Chief Frostjaw enters a rage, in addition, all creatures within 150 ft. of Chief Frostjaw must make a DC 15 wisdom save or become frightened for 1 minute. This save can be repeated at the start of each of their turns
Glacial Spike. Cheif Frostjaw summons a glacial spike under one target. The target must make a DC 15 Dexterity saving throw or be frozen in place taking (4d6) frost damage and is considered restrained. On a successful save the target takes half damage and is able to move before being frozen.
Stomp (2 Actions). Chief Frostjaw stomps his foot on the ground and creates a small quake, all creatures within 60 ft. must make a DC 15 Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and manages to stay on their feet.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Chief Frostjaw takes a lair action to cause one of the following effects; Chief Frostjaw can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Chief Frostjaw can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Chief Frostjaw uses this lair action again or until Chief Frostjaw dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Chief Frostjaw can see within 120 feet of it. Chief Frostjaw makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Chief Frostjaw creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Chief Frostjaw uses this lair action again or when Chief Frostjaw dies.
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