Brutal Critical. The barbarian rolls one additional weapons damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. The barbarian has advantage of Dexterity Saving throws against effects that it can see while it is not blinded, deafened or incapacitated.
Feral Instinct. The barbarian makes two attacks with its greataxe.
Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless Rage. If the barbarian falls to 0 hit points while raging and aren't killed outright, it makes a DC10 Constitution saving throw. On a success, the barbarian drops to 1 hit point instead. On each successive attempt, the DC increased by 5 until after a short or long rest.
Multiattack. The barbarian makes two attacks, using Storm Sword or Thunderbolt in any combination.
Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.
Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s 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 the barbarian 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
Rage. For one minute, the barbarian gains advantage of Strength checks and Strength saving throws, deals an extra 4 damage on weapon attacks (included in the attack), and has resistance bludgeoning, piercing, and slashing damage.
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