Armor Class
16
(patchwork armor)
Hit Points
187
(15d12 + 90)
Speed
40 ft.
STR
25
(+7)
DEX
10
(+0)
CON
23
(+6)
INT
11
(+0)
WIS
14
(+2)
CHA
16
(+3)
Saving Throws
CON +10, WIS +6, CHA +7
Skills
Athletics +9, Perception +6
Damage Immunities
Cold
Senses
Passive Perception 16
Languages
Common, Giant
Challenge
12 (8,400 XP)
Proficiency Bonus
+4
Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Cold Stomp (Recharge 5-6). The Jarl stomps its foot, creating a 30-foot radius shockwave around it. Each creature in the area must make a DC 18 Constitution saving throw, taking 27 (6d8) cold damage on a failed save and falling prone, or half as much damage on a successful one.
Description
The highly structured frost giant clans are run by a central figure or Jarl. While frost giants usually frown on magic, certain powers are gifted to powerful Jarls by Thrym.
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