| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +15 |
| DEX | 22 | +6 | +6 |
| CON | 30 | +10 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +10 |
| CHA | 18 | +4 | +9 |
Flesh and Blood. Barov can take an additional turn when fighting a creature that is Huge or Larger.
Blood Frenzy. Barov has advantage on attack rolls against any creature that has under half HP.
Siege Monster. Barov deals double damage to objects and structures.
Frightful Presence. Each creature of Barov's choice that is aware of him must succeed a DC 16 Wisdom saving throw or become frightened for the next minute. At the beginning of each affected next creature's turn, it may repeat the save. On a success, the creature is immune to Frightful Presence for the next 24 hours.
Special Equipment. Barov has a set of magical items that give him certain traits (see actions)
- Jotun Skull: Gives Barov his Spellcasting and Lightning Storm
Multiattack. Barov makes two attacks, using Axe of Aeol or Annam's Fist in any combination.
Axe of Aeol. Melee Attack Roll: +30, reach 20 ft. Hit: 45 (10d6 + 9) Slashing damage and 15 (3d8) Force damage to each creature in a 15ft radius.
Annam's Fist. Ranged Attack Roll: +24, range 100 ft. Hit: 50 (4d12 + 9) Bludgeoning damage. If the attack roll is 8 or more above the AC, then the target must make a DC 23 Strength Save or become restrained. Barov then can either Pull or Swing the target; if the target is swung into another object or target, the damade doubles for the initial target (Restrained Target takes 100 damage while the secondary target takes 50 damage) The Restrained target (assuming they're still alive) can repeat the save on their next turn.
Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point Barov can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Light
1/Day: Control Weather
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