Large Giant
Armor Class 17 Natural armor
Hit Points 210 (20d10)
Speed 40 ft., Climb 20 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +11, CON +10, WIS +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Senses Darkvision 120ft, Passive Perception 17
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Frozen Rage

At the start of combat, Aloric enters a barbaric rage that lasts for 1 minute.

While raging:

  • He has resistance to bludgeoning, piercing, and slashing damage

  • His melee attacks deal +7 (2d6) cold damage

  • He has advantage on Strength checks and saving throws

  • He cannot be frightened

    Slayer of Wyrms

    Aloric’s weapon attacks deal an extra 7 (2d6) damage to dragons.

    A dragon hit by Aloric must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 ft until the end of its next turn as frost creeps across its scales.

    Tundra Hunter

    Aloric ignores difficult terrain caused by ice or snow, and he has advantage on Perception checks relying on hearing or smell.

Actions

Multiattack

Aloric makes two attacks with his Frostcleaver Greataxe.

Frostcleaver Greataxe

Melee Weapon Attack: +11 to hit, reach 10 ft., one target

Hit:
15 (2d8 + 6) slashing damage plus
9 (2d8) cold damage

Glacial Cleave (Recharge 5–6)

Aloric sweeps his axe in a wide arc of freezing power.

Creatures within 10 ft must make a DC 18 Dexterity saving throw.

Failure:

  • 22 (4d10) slashing damage

  • 18 (4d8) cold damage

  • knocked prone

Success: Half damage and not knocked prone.

Savage Throw (Recharge 4–6)

Aloric hurls a chunk of ice or broken stone.

Ranged Weapon Attack: +11 to hit, range 30/90 ft.

Hit: 21 (4d8 + 6) bludgeoning damage plus 9 (2d8) cold damage.

Bonus Actions

Bonus Actions

Predator’s Rush

Aloric moves up to half his speed toward a hostile creature and gains advantage on his next attack this turn.

Reactions

Reactions

Brutal Retaliation

When a creature within 10 ft hits Aloric with a melee attack, he can make one greataxe attack against that creature.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

PristineWolf

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