Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Axefaire. The barbarian gains a +1 bonus to attack rolls with axes and hammers (included in the attack). Whenever the barbarian has advantage on a melee attack roll it makes with an axe or hammer and hits, it can knock the target prone if the lower of the d20 rolls would also have hit. When the barbarian has disadvantage on a melee attack roll it makes with an axe or hammer, the target takes 2 bludgeoning damage if the barbarian misses but the higher d20 roll would have hit. When the barbarian takes the Help action to aid an ally's melee attack, in addition to the ally gaining advantage on the roll, the ally also gains a +2 bonus to its attack roll if the target is using a shield.
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decisio
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands
Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Teleport,The creature magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Detect, The creature makes a Wisdom (Perception) check.
Frightening Gave. The creature fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the creature’s gaze for the next 24 hours.
Description
With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.







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