Huge Giant, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 320 (20d12 + 100)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +14, CON +10, WIS +10, CHA +10
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Cold
Condition Immunities Charmed
Senses Darkvision, Truesight, Passive Perception 20
Languages Celestial, Common, Giant, Telepathy
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Ancient. Bjorvndir is as old as the world itself, born from the very ice. This giant does not need to breathe, eat, or drink.

Spellcasting. Bjorvndir is a 9-level spellcaster. Its spellcasting ability is [Int] (spell save DC 17, +10 to hit with spell attacks). 
Cantrips (at will): Ray of Frost
5th level (3 slots): Cone of Cold

Actions

Multiattack. Bjorvndir makes three melee attacks per turn, or uses Mind Javelin twice.

Frozen Spear. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 40 (9d6 + 9) [Piercing] damage. 

Mind Javelin. The giant coalesces its psychic power into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) psychic piercing damage to the target, striking unerringly. The javelin disappears after it hits.

Reactions

Mental Shield The giant can use its reaction to create a thought shield. This increases the giants AC by 5 for one attack. The giant can use this ability once per turn.

Legendary Actions

The giant can take 3 legendary actions, 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. The giant regains spent legendary actions at the start of its turn.

Mental Nudge. The giant targets a creature it can see within 60 feet of it and creates a psychic punch. The target must succeed on a DC 18 Charisma saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.

Psychic bolt (2 Actions). The giant hurls a bolt of psychic energy at a creature it can see within 600 feet of it. The target must make a DC 18 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.

Discorporation (3 Actions). The giant vanishes, dispersing itself into thin air. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair.

KriegerStorm

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