Medium Humanoid (Human), Neutral Evil
Armor Class 18 scale plate
Hit Points 125 (1d12 + 1)
Speed 25 ft.
STR
19 (+4)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +9, CON +6
Skills Intimidation +5
Damage Resistances Cold
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 17
Languages Common, Giant Path of the Giant Feature, Orc
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
Reckless Attack

When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

GIANT POWER 3rd level

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the druidcraft or thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell.

GIANT’S HAVOC 3rd level

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

-Crushing Hurl. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

-Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.

FURY OF THE FROST GIANT 4th Level

You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:

    -Born of Ice.

         You have resistance to cold damage.

    -Frigid Vengeance.

  When a creature hits you with an attack roll, you can use your reaction to       retaliate with a burst of magical ire. The creature must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of its next turn. You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

ELEMENTAL CLEAVER 6th level

Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.

Brutal Critical

You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

MIGHTY IMPEL 10th level

Your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

DEMIURGIC COLOSSUS. 14th level

The primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

 

Actions

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit: (1d12 + 4) slashing damage. 

Unarmed Attack. Melee Weapon Attack: +9 to hit, reach 5 ft.. Hit 5 bludgeoning damage. 

Grappling Pin

You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Bonus Actions
Rage

As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +3 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Elemantal Cleaver

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.

Mighty Impel

While raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. 

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Reactions

Frigid Vengeance.

  When a creature hits you with an attack roll, you can use your reaction to       retaliate with a burst of magical ire. The creature must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of its next turn. You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Description

Physical characterisics.

Barnor is a medium sized human of 6'2ft. who always wheres his scale plate armor.

He is bald and has grey eyes with a white skin.

When he goes into a rage he turns large or hugh and his skin turns blue like a frost giant.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2022 10:02:06 AM
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Monster Tags: humanoidHuman

Habitat: Arctic

vicvandenbosch

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