Huge Giant, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 30 ft.
STR
21 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
5 (-3)
WIS
9 (-1)
CHA
6 (-2)
Skills Perception +1
Senses Passive Perception 11
Languages Giant
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Vulnerable weapon. Yegor's greatclub is heavily worn after years of use. If Yegor rolls a critical hit or miss, the greatclub is permanently destroyed. The greatclub can be specifically targeted in an attack made against Yegor, but that attack is made with disadvantage. The Club has 18 hit points and is vulnerable to fire damage. Yegor's club can be destroyed in a number of ways, at the DM's discretion. 

Actions

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage.

Legendary Actions

Yegor can take 1 legendary action, choosing from the options below. Yegor regains spent legendary actions at the start of his turn.

Attack. Igor can take the attack action.

Crush. The giant chooses a creature within 5 feet and attempts to crush it. The chosen creature must make a successful DC 15 Athletics(Strength) or Acrobatics(Dexterity) saving through or take 12 (3d4 + 5) bludgeoning damage and become grappled and prone. The grappled condition ends if the giant uses any of its movement. 

Description

Hill giants are selfish, dimwitted brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.

Habitat: Hill

Sella

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