Huge Giant, Neutral Evil
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.

Environment: ArcticMountain

MrEvanidus

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