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# Frost Giant Jarl
*Huge* *Giant*
- **Armor Class:** 15
- **Hit Points:** 184 (16d12+80)
- **Speed:** walk 40 ft.
- **Challenge Rating:** 12 (8,400 XP)
- **Source:** A5e Monstrous Menagerie, page 237
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 22 (+6) | 8 (-1) | 20 (+5) | 10 (+0) | 10 (+0) | 12 (+1) |
- **Saving Throws**: Str +10, Con +9, Wis +4, Cha +5
- **Skills:** athletics +10, perception +4, survival +4
- **Damage Immunities:** cold
- **Senses:** passive Perception 14
- **Languages:** Common, Giant
### Special Abilities
- **Fire Fear:** When the giant takes fire damage, it is rattled until the end of its next turn.
### Actions
- **Multiattack:** The giant makes two melee weapon attacks.
- **Battleaxe:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) slashing damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure.
- **Rock:** Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 37 (9d6 + 6) bludgeoning damage. If the target is a Large or smaller creature it makes a DC 18 Strength saving throw falling prone on a failure. In lieu of a rock the giant can throw a grappled Medium or smaller creature up to 40 feet. On a hit the target and the thrown creature both take 19 (4d6 + 5) bludgeoning damage. On a miss only the thrown creature takes the damage. The thrown creature falls prone in an unoccupied space 5 feet from the target.
### Bonus Actions
- **Grab:** One creature within 5 feet makes a DC 11 Dexterity saving throw. On a failure, it is grappled (escape DC 18). Until this grapple ends, the giant can't grab another target, and it makes battleaxe attacks with advantage against the grappled target.
- **Stomp (1/Day):** Melee Weapon Attack: +10 to hit, reach 10 ft., one prone target. Hit: 13 (3d4 + 6) bludgeoning damage.
- **Icy Gaze:** One creature the giant can see within 60 feet makes a DC 17 Constitution saving throw. On a failure, it takes 21 (6d6) cold damage, and its Speed is halved until the end of its next turn. On a success, it takes half as much damage.