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5ead/monsters/md/a5e_monstrous_menagerie/frost-giant-jarl-a5e.md
2025-06-07 07:58:30 -05:00

2.1 KiB

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.