Huge Giant (Leader), Chaotic Evil
AC 21 (natural armor)    Initiative +7 (17)
HP 350 (16d20 + 30)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 27 +8 +13
DEX 14 +2 +7
CON 24 +7 +12
Mod Save
INT 14 +2 +7
WIS 16 +3 +8
CHA 20 +5 +10
Skills Arcana +9, Intimidation +11, Perception +10
Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Gear Souldrinker Bonespiked Morningstar
Senses Darkvision 120 ft.; Passive Perception 19
Languages Giant, Orc All
CR 16 (XP 15,000; PB +5)
Traits
Two Heads. Biggrin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, or knocked unconscious. His two heads allow him to act as if he has the benefits of a ring of spell storing (5 spell levels, recharges after a long rest).
 
Souldrinker’s Hunger. Biggrin wields Souldrinker, a magical greatsword that deals an additional 2d8 necrotic damage on a hit. When Biggrin reduces a creature to 0 hit points with Souldrinker, he gains temporary hit points equal to twice the creature’s CR or level (minimum 10). Additionally, the creature’s soul is trapped in the blade, preventing resurrection until the blade is destroyed (AC 20, 50 HP, immunity to psychic and poison damage).
 
Creative Tyrant. Biggrin’s intelligence and charisma make him an unconventional giant. He can cast charm person (3/day, save DC 17) and suggestion (2/day, save DC 17) using Charisma as his spellcasting ability. He often uses these spells to manipulate allies or enemies into bizarre, theatrical displays of loyalty.
 
Legendary Resistance (3/Day). If Biggrin fails a saving throw, he can choose to succeed instead
Actions
Multiattack. Biggrin makes two attacks with Souldrinker and one with his Bone Flail, or he uses his Soul Shatter ability.
 
Souldrinker. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 32 (4d8 + 8) slashing damage plus 16 (2d8) necrotic damage. On a critical hit, the target must succeed on a DC 17 Constitution saving throw or gain one level of exhaustion.
 
Bone Flail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 32 (3d8 + 8) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
 
Soul Shatter (Recharge 5–6). Biggrin releases a pulse of necrotic energy from Souldrinker in a 30-foot cone. Each creature in the area must make a DC 17 Wisdom saving throw, taking 80 (10d8) necrotic damage on a failed save, or half as much on a successful one. Creatures with temporary hit points lose them before taking damage from this ability.
 
Bonus Actions

Unending Hunger. Souldrinker curse makes Biggrin hungery all the time. So he will attempt to consume a creature within reach each turn. The creature must have been hit by Souldrinker before Biggrin is allowed to attempt to do so. Creature must make a DC 17 DEX save. On a failed save the creature is bite and entered into Biggrin’s gross maw.

Round 1 bitten. Creature takes 46 (6d6+10) piercing and 30 (4d6+6) necrotic damage

Round 2 chewed. The creature body is moved to the back mollars where he crushes the body of the creature. This Round can be avoided by a DC 17 DEX save at disadvantage 

Round 3 swallowed. What ever is in Biggrin’s mouth is swallowed. At this point if the creature is still alive in Biggrin’s mouth it must make a DC 17 CON save or become unconscious. Once in Biggrin’s belly the creature will take 60 (10d6) Acid damage and 60 (10d6) necrotic damage each turn.

Legendary Actions

Biggrin can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time, and only at the end of another creature’s turn. Biggrin regains spent legendary actions at the start of his turn.

Detect. Biggrin makes a Wisdom (Perception) check.

Move. Biggrin moves up to his speed without provoking opportunity attacks.

Souldrinker Attack (Costs 2 Actions). Biggrin makes one attack with Souldrinker.

Command Minions (Costs 2 Actions). Biggrin orders his minions to reposition or focus their attacks. Up to three allied creatures within 60 feet that can hear him can use their reaction to move up to half their speed or make one weapon attack.

 

 

 

 

Description

Appearance: Biggrin is a towering, two-headed ettin with mismatched features—one head sports a jagged grin with filed teeth, while the other has a single, glowing eye and a perpetually snarling maw. His body is adorned with talismans, bones, and glowing runes carved into his flesh. Souldrinker is a massive, serrated greatsword with a blade that pulses with dark energy, its hilt wrapped in the hides of fallen enemies.

Personality: Unlike the brutish stereotypes of his kin, Biggrin is a showman and manipulator. He delights in psychological warfare, using his charm person and suggestion spells to force enemies into humiliating acts (like kneeling before him or attacking their allies). He speaks in a theatrical, booming voice, often laughing maniacally or reciting grim poetry about death and conquest. His creativity manifests in his lair, a grotesque “art gallery” of bone sculptures and preserved corpses arranged in dramatic poses.

Motivations: Biggrin seeks to amass power by collecting souls in Souldrinker, believing it will elevate him to godhood. He’s obsessed with legacy, forcing his minions to create songs and carvings in his honor. He might parley with adventurers if they offer him a powerful soul or a chance to humiliate a rival.

Tactics: Biggrin opens combat with Soul Shatter to weaken multiple foes, then wades in with Souldrinker to rack up temporary hit points. He uses his legendary actions to keep pressure on the party, commanding his witch doctors to debuff key targets and his warriors to block escapes. If cornered, he might use suggestion to turn an enemy into a temporary ally, sowing chaos.

 

Lair and Lair Actions

When fighting in his stronghold (a twisted, bone-strewn arena decorated with macabre trophies), Biggrin can invoke the following lair actions on initiative count 20 (losing initiative ties):

Spectral Wail. The trapped souls in Souldrinker wail, forcing each creature within 60 feet to make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bone Trap. Spikes of sharpened bone erupt from the ground in a 20-foot radius centered on a point Biggrin can see within 120 feet. The area becomes difficult terrain, and each creature in the area must succeed on a DC 17 Dexterity saving throw or take 40 (4d10) piercing damage and be restrained until the end of their next turn.

Dark Empowerment. Biggrin draws on the necrotic energy of his lair, regaining 20 hit points or recharging his Soul Shatter ability

 

 

 

Monster Tags: leader

Habitat: HillMountainUnderdark

Treasure:  Any

Chubbs0302_79

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