Two Heads. 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.
Innate Spellcasting (Psionics). The giant's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the Following spells, requiring no components at will:
detect thoughts, telekinesis.
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 geataxe and one with it's tentacles. If it drops a target to 0 hit points before using up all of it's actions it can take the consume brain flesh action.
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.
Tentacle (Arm). Melee Weapon Attack: +11 to hit, 20 ft. reach, one target. Hit: 13 (2d8 + 4) bludgeoning damage or 17 (2d8+ 8)while raging. If the target is Huge or smaller, it is grappled (escape DC 15) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Consume Brain Flesh. If the giant reduces a target to 0 hit points within 5 feet it can then take an action to pick up the creature with it's tentacle arm and attempt to consume its brain, if successful the target is killed and its brain is consumed giving the giant temporary hit points equal to half the creatures total hit points rounded down. It take two turns to complete this action, the first turn is the grapple and insertion into the mind flayer looking mouth, the second turn is the bite and brain drain.
Deflect. The giant can use it's reaction to reduce an attack's damage by 11 (2d8+4) using one of the tentacles on it's back.
You can take 3 legendary action(s), 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. You regain spent legendary actions at the start of your turn.
Cast a Spell (1). The giant can cast a spell
Attack (1). The giant can attack with it's axe
Arm Tentacle (2). The giant can attack with it's arm tentacle.
Drain Life (3). If a target is grappled by the giant's tentacle it can drain the lifeforce out it. The creature must make a DC 15 Constitution saving throw or take 31 (6d8 +4) Necrotic Damage of half on a successful save, the giant gains that much damage back as hit points.
Description
Dallaheim was once an everlasting one,
To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.
Troll Eater. Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don’t shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak’s name. Only the boldest and most determined frost giants can finish such a gory feast.
Vaprak’s Blessing. After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll’s regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn’t give enough honor to Vaprak or fails to heed Vaprak’s visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the “blessing” and worship of Vaprak from one generation to the next.
Then he wanted more
Wanting more power Dallaheim sought out various ways of obtaining it. He heard strange maddening whispers in his mind about being granted a special gift if he would fight to bring back the mad god. He was promised to rule all of the frozen lands if he did so, he agreed to help the maddening voice and was approached by a man on a dragon who gave him a vial with a strange worm in it, he was told to drink it. Doing so caused him to mutate over the course of days and he is now the abomination that many have been destroyed by.
He looks like a cross between an everlasting one and a mind flayer, one head has 3 eyes and otherwise normal features and then other has a single eye and a mind flayer like mouth. He has four tentacles that come out of is back around his shoulders and his left arm is one long thick tentacle. He seems to constantly be muttering back and forth between the heads. The one with the 3 eyes always talking, while the one with the single eye staring back.
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