Huge giant, Chaotic Evil
| Armor Class | 15 (patchwork armor) |
|---|---|
| Hit Points | 189 (14d12 + 98) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 9 (-1) | 24 (+7) | 9 (-1) | 10 (+0) | 12 (+1) |
| Saving Throws | Con +11, Str +11, Wis +4 |
|---|---|
| Skills | Athletics +11, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | cold |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Giant |
| Challenge | 12 |
The giant has a 25% chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
The giant makes two Greataxe or Rock attacks.
Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Ranged Attack Roll: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Huge giant (frost giant), Chaotic Evil
| Armor Class | 15 (patchwork armor) |
|---|---|
| Hit Points | 189 (14d12 + 98) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 9 (-1) | 24 (+7) | 9 (-1) | 10 (+0) | 12 (+1) |
| Saving Throws | Con +11, Str +11, Wis +4 |
|---|---|
| Skills | Athletics +11, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | cold |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Giant |
| Challenge | 12 |
The giant has a 25% chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
- The giant has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
- The giant has resistance to bludgeoning, piercing, and slashing damage.
The giant makes two attacks with its greataxe.
Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Ranged Attack Roll: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.