Relentless Rage. When Charles' hit points drop to zero while its enraged, it will instead drop to 1 hit point and gets Frightened of one that dropped its hit points.
Multiattack. The giant makes two slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 25ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage, 61 (6d12 with advantage + 10) while Enraged.
Rock. Ranged Weapon Attack: +15 to hit, reach 60/240 ft., one target. Hit: 36 (4d12+10) bludgeoning damage, 44 (4d12 with advantage + 10) while Enraged.
Enrage. Charles enters a state of rage. While in this state, it gains following effects:
- Resistance to bludgeoning, piercing, and slashing damage;
- Immunity to Exhaustion;
- All damage (not attack) rolls are with advantage, e.g. 4d12 would require rolling two d12 and choosing the largest one for each out of 4 usual dice;
- Attack rolls of natural 19 count as a critical hit and natural 1 rolls don't count as automatic miss;
- Cannot use Living Will reaction.
The rage stops when Charles becomes Unconscious or Frightened, or drops to one health.
Living Will (Recharge 4–6). In response to a single attack that would hit it, Charles neglects all damage of said attack. This requires damage to not exceed its remaining hit points.
Description
Charles The Vulnerable to Dying is a 50ft tall giant. Once a regular Hill Giant, it grew to the enormous size due to unknown reasons. While growing, its will also grew stronger, but went feral. This granted Charles the ability to withstand attacks that aren't lethal — what doesn't kill you makes, makes you stronger — and channel its rage to attack stronger or avoid the death.
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