Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light, ice knife
3/day each: control weather, water breathing, ice storm
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 9) slashing damage.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 24 (2d12 + 9) bludgeoning damage.
Cosmic Strike (Recharge 6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, minus the amount of Ice Pillars, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. If the character fails by 5 or less, they are stunned until the end of their next turn.
Wintry Snow Mire: Beskie creates an area of enchanted snow in a 30ft radius. The ground in this radius counts as difficult movement, and any attacks against Beskie are made at disadvantage.
Attack: Beskie makes a Greatsword attack.
Parry: Beskie adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Slam: Beskie makes a melee attack with his Greatsword.
Summon Imperial Pillar: Beskie summons an Ice Pillar within a 100ft radius.
Cast a Spell (Costs 2 Actions): Beskie casts a spell from his Spell List.
Collapse of Moments (Cost 2 Actions): Beskie rolls a d20. On a 1-10, he gains the effect of a 3rd Level Fortune's Favour. On a 11-20, Beskie causes the space around him to shift and shatter, casting Slow, but only on 3 creatures maximum,
Sovereign Strike (Costs 3 Actions) (Mythic trait only): Beskie recharges his Cosmic Strike and uses it. The explosion range is reduced to 5ft.
March of the Narnhorde: If Beskie is reduced to 0 hit points, he does not die and is not knocked unconsciousness. Instead, 12 Draugr spawn around him to protect their jarl, and crown of stars is cast on him. Beskie summon 4 Ice Pillars onto the field up to the maximum. Beskie gains 150 hit points and 50 temporary hit points. While he has these temporary hit points, he gains the following effects:
- His crown of stars remains active.
- Beskie gains the Mire of Snow action
- He also gains the legendary action Sovereign Strike
Description
Beskie is one of the sons of Utriacal, the Void Calamity, and was Jarl of the northern realms during his father's reign. While he was once a warrior bound by honor and compassion, the now Storm Giant figure seeks to wake his slumbering father at the behest of an unknown force that whispers in his ear. The magical amulet he wears bears the possibility of other worlds where his conquest continued past his death. Now he uses the canopy of the Advent tree to tear a hole through the barrier separating Shivala from the multiverse, and rule once more.
Lair and Lair Actions
The World Tree corrupted yields multiple powers to the Jarl of the Cosmos. His kinship over winter has allowed him to summon the cold of yore against his foes. On initiative count twenty, Beskie may use:
Imperial Ice Pillar: Beskie summons an Ice Pillar, an AC 15, 30HP large creature that emits a slowing field of 15ft radius that reduces movement by 10ft. The Ice Pillar has resistance to all damage except force damage.
Throne of the Iceborne: Beskie heals 4d12 hit points, 8d12 if there are 4 Ice Pillars within 60ft of him.
Fimbulwintr: All Ice Pillars create a sub zero environment, harsh to all life. All enemies within a 30ft radius of an Ice Pillar makes a CON save DC 18, minus the amount of Ice Pillars. On a fail, all creatures are under the effect of the Slow Spell and take 3d4 cold damage. On a fail, creatures only take the damage. If 3 or more creatures fail, another Ice Pillar spawn, one for every 1 after the 3rd fail.
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