The jotunmoot will be attended by 3 storm giants, 8 giant priests, 4 cloud giant chieftains (including Blagothkus' uncle, who called the moot on the character's behalf), 3 frost giant chieftains, 5 fire giant chieftains, 6 stone giant chieftains, 3 hill giant chieftains, and an ettin chieftain.
Each delegation is lead by one giant, though the others are ostensibly his equal. Discerning which giant to approach will be one of the characters' challenges.
Likewise, approaching the delegations in the appropriate order will greatly decrease the difficulty of the characters' task.
Each delegation has one of 5 attitudes - unfriendly, cautious, neutral, receptive, or friendly. Any delegation that ends the negotiations at friendly will contribute forces against the Cult. Any delegation that ends the negotiations at unfriendly will aid the Cult. If the Priests, Storm Giants, Cloud Giants, and one of the other giant delegations (with the exception of the Ettin) all are not friendly, the remaining giants will not aid the Alliance, regardless of their final attitude.
With the rise of the Cult of Dragons' power, their depradations on the peoples of the Sword Coast increasing beyond tolerable levels, it is time to seek aid against Tiamat's forces whereever it may be found. To that end, you are leading a delegation to the chromatic dragons' traditional enemies - the Jotuns of Faerun, the Giants!
You have been travelling the southern foothills of the Spine of the World for a number of days, the civilized regions of the Silver Marches far behind and below you. Following the directions Erlanthar has provided to you, you climb up a river valley, eventually reaching a bowl in the mountains. A small curved tor stands near the center of the bowl, nestled in the curve of the river you have been following. Above and slightly to the west of the tor, you see a small castle floating in the sky. A small lake lies between you and the tor, the river flowing through it. On the eastern side of the lake, you see the remains of some large wooden buildings. On the opposite side, to the west of the tor, you see a large stone building. The western side of the bowl has actually been carved and shaped; the giants have fashioned this entire valley into a giant ampitheater. You have arrived at the Jotunmoot!
As you approach the stone building, more of the moot grounds becomes discernable - you see the ruins of three wooden greathalls, and on the inside of the tor's curve, you can see a gleaming palace halfway to the tor's summit on a very large shelf. Below the palace, you can see an immense circular plaza, a giant-sized speaker's stand in the middle at the focus of the ampitheater.
Striding towards you, you see Blagothkus. He hails you warmly.
Blagothkus: Hallo, friends! You have made good time! We've just received word back from the rest of the Ordning; they have all agreed to come and listen to you! We expect to see them all within the moon!
You have been sailing north towards the Spine of the World for days. You've passed over the High Moor, the Silver Marches lay behind you. Now, the peaks of the Spine loom close. As you drift around the summit of one of the higher foothills, you see a bowl in the mountains appear in front of you. A small curved tor stands near the center of the bowl, nestled in the curve of a river that divides the bowl roughly in half. A small lake lies to the south of the tor, the river flowing through it. The western side of the bowl has actually been carved and shaped; the giants have fashioned this entire valley into a giant ampitheater. On the eastern side of the lake, you see the remains of some large wooden buildings. On the opposite side, to the west of the tor, you see a large stone building. Just below the tor's crest you can see a gleaming palace, perched above a large circular plaza. You have arrived at the Jotunmoot!
As you observe the moot grounds, Blagothkus comes and stands with you.
Blagothkus: Behold the Jotunmoot! It has lost much of its glory from the days of our Empire, but even these remains are still impressive, are they not? The Skyfather's Hall on Annam's Seat still gleams brighter than any of its smaller imitators.
Blagothkus: I have good news. I have just received word back from the rest of the Ordning; they have all agreed to come and listen to you! We can expect to see them all within the moon!
Calling the moot takes some time, as the delegates must travel to the site. Each delegation requires a different amount of time to arrive:
The characters can drastically speed things up, as the Ettin Queen, the Hill Giants, the Stone Giants, and the Fire Giants will all pass near multiple Teleportation Circles that they wouldn't normally be able to use. Using these reduces any remaining travel time for the giant faction to no more 2 days - 1 day to reach their depature circle, and no more than one day to travel from their arrival circle.
As each of the delegations arrive they settle down around the moothall in their traditional locations. Starting in the south, and proceeding clockwise, the delegations are:
The moothall itself is mostly ruins. Characters can establish that there was once a building, presumably providing cover, at the site. Now, the site is bare to the weather, and the floor has soot marks were past moots have lit fires.
On the other side of the river, there are remnants of cookhouses, pens, and the other support buildings a site like this would need.
Quest: Reclaiming the MoothallSince the Cataclysm, ettins have fallen into hard times, and most of them no longer spend their time with their fellow true giants, who look down on them, feeling more comfortable with the orcs, who appreciate their strength. Those that have persevered are still at the bottom of the ordening but have a huge chip on their shoulder, and are constantly striving to prove themselves. The perfect example is the Ettin Queen, Althean-Belit. She is attended by a lady-in-waiting, and 4 guards.
Attitude: Althean-Belit begins at cautious. She doesn't particularly like the characters, but realizes that they offer an opportunity to prove her tribe to the rest of the family.
Desire: Althean is in love with Onem Solvkunsson, in a kind of delayed adolescent crush on the artistic jock. Though she will not volunteer this, observant characters (DC 15 Insight) are able to notice. Improving her chances with her object of affection will improve her attitude by one.Belit has a titan-sized chip on her shoulder. She desperately wants to prove herself to the rest of the family, and wants to rub their faces in it. Figure out a way to do this, and her attitude will improve by one.
If the characters manage to combine both schemes into one, Althean-Belit's attitude improves by one more.
Quest: Althean's CrushConcession: Giving Althean any magical instrument improves her attitude by one, or overcomes an insult. Giving Belit any magical item that increases her size or strength improves her attitude by one, or earns forgiveness for a single insult.
Insult: Characters who condescend to Althean-Belit, or in anyway belittle her competence will earn her enemity, worsening her attitude towards them by one.
Hill Giant tribes don't often meet, as there would be too many voracious appettites in the area to support, so it's rare that hill giant lords get to meet. This moot is a great opportunity for them to make private agreements and alliances with each other and the other giant tribes. The three lords are Taagthon, Hiret, and Grestiln. They're all fairly relaxed, and each only brought along a single guard. Taagthon is the senior hill giant chieftain, though he doesn't look it, as the others are fatter. In fact, the fattest (Grestiln) is also the juniormost.
Remembering that hill giants determine their order by eating prowess is a DC 15 History check. Determining that Taagthon is the heartiest eater is a DC 20 Insight (or DC 15 Medicine) check. If the character speaks giant, they gain advantage on these checks.
Attitude: The hill giants are all in a good mood. Taagthon begins the moot receptive.
Desire: Taagthon desires better armor or weapons from the fire giants. Helping him acheive this improves his attitude by one.
Concession: Hiret's tribe is the closest hill giant tribe to the moot, and they've recently been troubled by a fiendish cow that's been killing tribesmen and eating them (and their crops and livestock too). Killing that hellish bovine, and serving it as steaks to the hill giants will improve their attitude by one, or cancel any number of insults.
Quest: Butcher the HellcowInsult: Taagthon is insulted if the characters didn't adhere to the Ordning - either by treating another hill giant as seniormost, or by dealing with any other giant tribe (except the Ettins) first. The hill giants will also be insulted if the characters feed them excessively bland food (such as from Create Food and Water) or bad food.
The stone giants are here because their honor demanded they answer the mootcall, but they'd all rather be home working on their art. Relations among the stone giant tribes are currently very peaceful and friendly, so the current king (Steinfenn) is taking the opportunity to convince the other stone giant chieftains to cooperate on a grand unified work of art that will be dedicated to Annam and Skoraeus Stonebones. He proposes that they all work towards creating a living being of stone.
The other chieftains ( Sorfjelstein, Solvkunsteir, Steinhjlem, Glangotteskat, and Fjellkriggarang ) are a little leery of the project, but are greatly intrigued by the artistic challenge. Three of the chieftain's sons have accompanied them to learn the ins and outs of clan politics: Firthgest Fjellisson, Grimolf Fennsson, and Onem Solvkunsson. The chieftains all travelled alone - they have no escorts.
Attitude: Unfriendly. While Steinfenn and his fellows aren't actually hostile to the players, they are so indifferent to them that convincing them to support the alliance will be very difficult. Anyone with the Guild Artisan background has advantage when making these checks.
Desire: Helping Steinfenn convince his fellow chieftains to support his endeavour will improve his attitude by a single step for every two chieftains. Convincing all 5 others will improve the stone giants' attitude by a total of three steps. The other giants are Neutral to Steinfenn's idea.
Concession: A statue, bust, or sculpture made out of stone and worth at least 10000 gp will improve the stone giants' attitude by one. Offering a Manual of Stone Golems will improve their attitude by two. Repairing their lodge before the stone giants arrive will also improve their attitude by one.
Insult: Any character who demonstrates a hatred of art will insult the stone giants. As will any character who has brokered a deal with any two (or more) of the other tribes out of ordning rank.
All 5 chiefs of the fire giant tribes are here to support their high priest, Kathras Fireson. While they're here there will be much politicking, drinking, showing off of their wares, drinking, and politicking. Each chief has brought along his eldest son and a guard. In order of rank, the five chiefs are Gustaf Gerisson, Wob Salomon, Reiner Wendellson, Harald Beckenbauer, and Gottlob Drakekiller. Their sons, in order, are Hildebrand Gustafson, Anselm Wobson, Wendell Reinerson, Harman Haraldson, and Kay Gottlobson. Two other fire giants are also with the party, Albert Kramer, a priest advisor to Wob, and Gunther Svartalfdeath. Gunther is here to Gottlob for leadership of their tribe. Gottlob is the eldest king, but is also from the smallest tribe. Gustaf is the youngest, but is also from the largest tribe, and the most personally successful.
Unless the characters change events, Gunther's challenge will happen towards the end of the moot. Albert will sneakily interfere on Gottlob's side, ensuring Gottlob's win, and expanding Albert's influence.
Attitude: Receptive. However, because of Gustaf's youth he actively seeks input from the other chiefs. He still makes his own decision, but he still listens to their advice. Wob Salomon's decisions are essentially Albert Kramer's, much to his son's dismay. Albert is unfriendly, while Anselm is friendly. Reiner is cautious. Harman is cautious, and often sides with Albert. Gottlob is friendly (he's all for killing dragons). Strangely enough, so are his son and Gunther, though for different reasons.
Desire: Gunther desires a new location for his tribe. Gottlob just wants to fight dragons. Harman is a traditionalist - he want's the Fire Giants' Regalia returned. Reiner is primarily a merchant and wants new markets for his tribe's goods. Wob wants proof that the Gods are on the character's side. Gustaf wants his rule solidified - primarily, he wants Albert discredited, or Wob to regain his independence.
Quest: Fetching the RegaliaConcession: If the characters agree to recover the Fire-Giant's Regalia from Malaritheos' Lair for Harman, or can present it to Harman, all of the chief's attitudes improve by one. Furthermore, Albert and Wob become receptive, and Harman becomes friendly. Being able to present the regalia shields immediately will shield the characters from all insults. Being able to offer the location of a better site for the tribe (Malaritheos' Lair certainly counts) improves Gottlob's, Gunther's, and Gustaf's attitude by one. Offering proof that Malaritheos is slain improves all the chief's attitude by two.
Insult: If the characters are caught in interfering in the Fire Giant's politics (as opposed to being agents of a fire giant). Insulting Albert or his god. Treating any other king than Gustaf as the decision-maker.
The 3 frost giant kings are here to drink and to fight. Keep the ale coming! In order of seniority, the kings are Eadgar, Arnorr, and Bernhard. Eadgar has brought his lieutenant (and shield-brother) Eindrithi and a guard. The other two have each brought 2 guards. The kings are all friendly (it helps that their tribes are distant from each other), and equal enough in strength that the seniormost essentially boils down to who is awake, won the last bout of friendly matches, and is the most sober (see the table below).
d10 Roll | King |
---|---|
1 - 4 | Eadgar |
5 - 7 | Arnorr |
8 - 9 | Bernhard |
10 | Eindrithi |
Attitude: Friendly. The characters are offering a chance at battle against drakes. What more does a proper jotun need?
Desire: Well, more fancies to impress the ladies, and breeding cattle to feed the tribes wouldn't hurt. Providing at least 20,000 gp of jewelry (with no piece worth less than 1,000 gp), or a herd of cold-weather cattle worth 3,000 gp to each tribe will cause the frost giants to argue for the characters in the moot, allowing them to improve one attitude by one. If both are provided, then two attitudes can be adjusted by one each. Each can also be used to improve the frost giant's attitudes by one.
Concession: Presenting the frost giant's with the Barrow-Giant's regalia counts as satisfying both desires, and stacks. In addition, the frost giants will intervene on the character's behalf.
Insult: Belittling the frost giant's prowess. Trying to bribe them with food and drink, implying that the frost giant's are no better than the hill giants. Implying that their promises or honor are worthless. Tricking them, manipulating them, entrapping them, to gain advantage (especially while drunk).
The four most powerful cloud giant clans are represented here by Aage Lundrborn, Vainou Mardh, Kaarle Pridborsson, and Pyry Onni. Aage is Blagothkus' uncle, and the one who most likely called the moot on the character's behalf.
Attitude: Receptive. If the characters have possession of Skyreach Castle, neutral. If the characters killed Blagothkus, the attitude is unfriendly, and the moot was called by Kathres after being approached by Lord Neverember.
Desire: To see the giant's united; if the characters can get at least three other factions to friendly, the cloud giant's attitude will improve by one.
Concession: If the characters win a contest against any three giants, the cloud giants attitude will improve by one. Winning one contest will overcome one insult to the cloud giants.
Insult: If the characters get caught cheating in any contest. If the characters don't offer gifts worth at least 20,000 gp. While not an insult to the cloud giants per se', the storm giants or priests are unfriendly, the cloud giant's attitude worsens by one.
The local storm giants have also shown, called by the winds of history and prophecy to the moot. The three are Njall, King of the Sea of Swords, Daire , Lord of the Northern Mountains, and Gunnarr, King of the Moonsea. Njall is the ranking storm giant.
Attitude: Receptive. The storm giants know that whether or not the alliance succeeds, the giants will fight against Tiamat. While they doubt the aid of lesser beings will be needed, or even significant, they would be useful in reducing the distractions and the annoyances the cult's forces would offer.
Desire: The beginnings of a new Ostoria. Right now, the giant tribes are isolated from each other, and the other races and nations are hostile, making unification difficult. If the characters can secure peaceful travel for giants through the alliance's countries for any signifcant period, or open negotiations for the same, the storm giants' attitude will improve by one.
Quest: Peaceful TravelConcession: The Skyhammer, located in the Temple at Greenrest, was commisioned for Daire's forefathers; his family symbol is engraved on the weapon. Delivering the Skyhammer to Daire is worth an improvement of one level. If the Skyhammer has been enchanted, it improves attitudes by two levels. Each level of improvement above Friendly may be applied to one of the priests.
Insult: If the characters have the Skyhammer, but refuse to turn it over to Daire.
The giant priests have gather at the moot to give their blessing to the moot's decision, and in hopes that their fellow giants will come together in union a little more often.
The priests are:
Attitude: Neutral. The priests don't really care about the characters', or the Alliance's, plight.
Desire: They just want their people to work in unison. Having four or more at Receptive or Friendly improves their attitude by one. Having four or more at Friendly improves their attitude by two. Contrariwise, having four or more at Cautious or Unfriendly worsens their attitude by one. Having four or more at Unfriendly worsens their attitude by two.
Concession: A favor offered by a "little people" cleric capable of casting a 5th level spell (or higher) in service to their god's interest will improve their attitude by one. If three priests offer these favors, or if any of the priests offering a favor can cast 7th level spells, their attitude will improve by two.
Insult: Demanding a favor from any of the priests, or insisting on a "little people's" god's primacy (with the exception of Ao, the Overgod).
For each giant delegation that is advanced to a Friendly attitude, award the party XP equal to defeating the leader of that faction. If a delegation is only advanced to a Neutral or Receptive attitude, award the party half that amount.
If the characters successfully manage to convince the giants to come to the Alliance's aid, award them (as a group) 16000 xp.
XP: 5900
If the characters, or the Alliance, offer to host the Jotunmoot, they need to provide food and drink for 6 ettins, 6 hill giants, 6 stone giants, 17 fire giants, 9 frost giants, 5 cloud giants, 3 storm giants, and 8 priests for at least one tenday.
Per day, the giants will consume roughly 100 gp worth of food. Using the best cooks raise the cost to 150 gp/day. For a total of roughly 1500 gp.
Offering this unasked will improve the priests' and hill giant's starting attitude by one. The other factions will forgive one insult. Not using the best cooks results in no effect.
XP: 7200
The giants have been using the same site for their moots for many centuries. However, since the fall of their empire, the original moothall has fallen into complete ruin. Now, when the giants meet, it is in the open air, unshielded from the elements. While rebuilding the entire moothall would require more time than the characters have, or than the moot will take, they could, with a little ingenuity manage to clear the moothall site of debris, shield it from the elements, and provide real seating (instead of just rocks and logs).
The minimum cost for this is 5,000 gp in materials. If the characters have access to stone shape and other appropriate magics, the moothall can be reclaimed in roughly 5 days (hiring spellcasters does not count as part of the price quoted above). If they must do it without magic, the time rises to 2 tendays.
Reclaiming the moothall must be done spontaneously. Doing so will cause all factions to forgive two insults.
XP: 1800
Onem Solvkunsson is less artistic than his father would like. In fact he's got a great deal of wanderlust, and would love to piss off his father. He's also a bit shallow - Althean will need to have a Charisma of at least 14 for him to notice her. Once she's grabbed his interest, her natural beauty will suffice.
Nor will either giant approach the other, so a little introduction will be needed. If the characters manage to successfully introduce the two, and help Althean gain Onem's interest, they've completed the quest.
XP: 3900
If the characters can arrange a series of mock combats between Belit and the guards of the other kings, she will be grateful. If they can help her win through at least the frost giants, she'll consider herself proven.
XP: 2900
Hiret can direct the characters to the site of the Hellcow's most recent ravages. Tracking the Hellcow requires a successful DC 17 Survival check. When the characters find the Hellcow, it is on its guard, but eating a raw haunch of hill giant. Once they have defeated the Hellcow, all that remains is taking it back to the moot, purifying its corpse, and serving it to the hill giants.
Enc: The HellcowXP: 4000
Reiner Wendellson will task the characters with retrieving the Fire Giant's Regalia from Malaritheos. Malaritheos is an Ancient Red Dragon who is also a priest of Malar (Druid 9/Moon).
XP: 6000
Any of the storm giants may mention their desire that they and their fellow giants could travel peacefully through the Realms. Convincing the lords of the Alliance to grant this beyond the war itself would be an impressive acheivement. They recognize that this right should only extend to those giants that behave peacefully (i.e. not attacking or raiding). They'd like to keep the right of justice, but will conceed this to get the others.
The characters face 7 DC 25 Persuasion checks to gain this. Beating at least four of these checks by 5 will gain the giant's the right of justice.
CR: 13; XP: 8500
CR: 17; XP: 15100
CR: 16; XP: 15000
CR: 21; XP: 30900
CR: 28; XP: 105100
CR: 23; XP: 46100
CR: 22; XP: 38600
CR: 23; XP: 41500
CR: 17; XP: 15100
All Monster Lords have :
AC: +1 natural armor from the base creature.
Hit Points: 1.5 - 2 times the normal hit dice compared to the base creature.
Abilities: +2 to one major physical stat, generally their best. All stats with penalities are increased by 2, recducing the penalty by one. +2 to a single other stat, or +1 to two other stats. If there were no penalty adjustments, repeat the last step, with no restriction on the stats chosen.
Saves: If the base creature has no save proficiencies, it gains one of Constitution, Dexterity, or Wisdom. If it has less than three save proficiencies, it gains an additional one. If it has less than five save proficiencies, it gains one of Strength, Intelligence, or Charisma.
Skills: If the base creature doesn't have it, it gains proficiency in Perception. It also gains one additional proficiency.
Senses: As the base creature.
Languages: As the base creature.
Traits, Reactions, and Actions: A Monster Lord gains a total of two minor traits, reactions, or actions, combined. Any actions must not cause damage, and any traits or reactions that cause damage must inflict no more than half the damage of the base creatures primary attack. Character class levels count as a trait, but must be no more than one-quarter the lords hit dice. Spellcasting may only use spells of a maximum of one-level below a character of their equivalent CR could cast(to a minimum of one). (I.e. If a Monster Lord has a CR of 10, and has wizard character levels, its maximum spell level should be Fourth.)
CR: +1 to the base creature.
All Monster Kings have :
AC: +1 to +4 over the base creature, often improved by wearing actual armor, if appropriate.
Hit Points: 2 to 3 times the normal hit dice of the base creature.
Abilities: +3 to +4 to one major physical stat, generally their best. All stats with penalities are increased by 4, recducing the penalty by two. +2 to a single other stat, or +1 to two other stats. If there were no penalty adjustments, repeat the last step twice, with no restriction on the stats chosen.
Saves: If the base creature has no save proficiencies, it gains one of Constitution, Dexterity, or Wisdom. If it has less than three save proficiencies, it gains an additional one. If it has less than five save proficiencies, it gain one of Strength, Intelligence, or Charisma.
Skills: If the base creature doesn't have it, it gains proficiency in Perception. It also gains one additional proficiency.
Senses: As the base creature.
Languages: As the base creature, plus Common if not already known.
Traits, Reactions, and Actions: A Monster King gains the same Traits, Reactions, and Actions as a Monster Lord of the same base creature type. Additionally, a Monster King gains one extra attack when using the extra attack action, or gains the extra attack action if the base creature does not have it. A Monster King also gains one additional Trait, Reaction, or Action above those of the Monster Lord.Character class levels count as a trait, but must be no more than one-half the lords hit dice. Spellcasting may only use spells of a level a character of their equivalent CR could cast (to a minimum of one). (I.e. If a Monster Lord has a CR of 10, and has wizard character levels, its maximum spell level should be Fifth.)
Legendary Actions: A Monster King gains one legendary action a round. A legendary action can be taken only at the start or end of a turn. A Monster King has the following legendary action options:
CR: +3 to the base creature.
A monster priest is not a shaman, witch doctor, or similar tribal divine spellcaster, but rather an intelligent monster that has the full benefit of formal training, thus possessing actual cleric class levels.
All Monster Priests have :
Hit Points: up to 1.5 times the normal hit dice.
Abilities: Intelligence and Charisma are increased by two. Wisdom is increased by 6.
Saves: It addition to the save proficiencies of the base creature, it gains the save proficiencies of the cleric class (Wisdom and Charisma). Any duplicate proficiencies are ignored.
Skills: If the base creature doesn't have it, it gains proficiency in Perception. It also gains proficiency in Medicine, Persuasion (or Insight), and Religion.
Senses: As the base creature.
Languages: As the base creature, plus Common if not already possessed.
Traits, Reactions, and Actions: A Monster Priest gains the same Traits, Reactions, and Actions as a Monster Lord of the same base creature type. One of the Monster Lord traits is replaced by the following traits:
Divine Eminence: As a bonus action, the monster priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The monster priest is a 5th-level cleric. Its spellcasting ability is Wisdom. The monster priest typically has the following cleric spells prepared:
If 5th-level is below one-quarter the monster priest's HD, increase it until is is equal to one-quarter the monster priest's hit dice. E.g. a monster priest with 28 HD would cast spells as a 7th level cleric, but a monster with 14 HD still casts as a 5th level cleric.
CR: +2 to the base creature.
If creating a monster high priest, use the monster priest template with the following changes:
HD: 50% more than the monster priest, to a maximum of 2x the base creature's hit dice.
Spellcasting: As a 10th-level cleric. If 10th-level is below one-half the monster priest's HD, increase it until it is. E.g. A Monster Priest with 30 HD would cast as a 15th-level cleric.
CR: +3 to the base creature.
AC: | 12 (natural armor) | HP (HD): | 130 (10d10 + 30) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) |
Saving Throws: | None | ||||
Skills: | Perception +4 | ||||
Senses: | darkvision 60 ft., passive Perception 14 | ||||
Languages: | Giant, Orc | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 4 (1100 xp) |
Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful: When one of the ettin's heads is asleep, its other head is awake.
ActionsMultiattack:The ettin makes two attacks: one with its battleaxe and one with its morningstar.
Battleaxe:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Morningstar:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
AC: | 16 (natural armor) | HP (HD): | 195 (15d10 + 45) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5_ | 13 (+1) | 17 (+3) | 10 (+0) | 10 (+0) | 8 (-1) |
Saving Throws: | Int +2, Wis +2 | ||||
Skills: | Perception +4 | ||||
Senses: | darkvision 60 ft., passive Perception 14 | ||||
Languages: | Giant, Orc | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 5 (1800 xp) |
Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful: When one of the ettin's heads is asleep, its other head is awake.
ActionsMultiattack: The ettin makes two attacks of any mix of its weapons.
Longsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
War Pick:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Hand Crossbow:Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 8 (2d6+1) piercing damage.
AC: | 12 (natural armor) | HP (HD): | 350 (25d10 + 100) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
22 (+6) | 13 (+1) | 18 (+4) | 12 (+1) | 14 (+2) | 12 (+1) |
Saving Throws: | Int +4, Wis +5 | ||||
Skills: | Perception +8 | ||||
Senses: | darkvision 60 ft., passive Perception 18 | ||||
Languages: | Giant, Orc, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 6 (2300 xp) |
Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful: When one of the ettin's heads is asleep, its other head is awake.
Barbaric: The ettin queen is a 2nd level barbarian. She has both Reckless Attack and Danger Sense.
ActionsMultiattack: The ettin makes two attacks each with any two of her longsword, war pick, hand crossbow, handcrossbow.
Longsword:Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
War Pick:Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Hand Crossbow:Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Rage (2/day): On her turn, the ettin queen can enter a rage as a bonus action. While raging, she has advantage on Strength checks and Strength saving throws, she gains a +2 bonus to all melee weapon damage rolls, and she has resistance to bludgeoning, piercing, and slashing damage.
Legendary ActionsAn ettin queen receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. An ettin queen has the following legendary action options:
AC: | 15 (chain shirt) | HP (HD): | 195 (15d10 + 45) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 10 (+0) | 17 (+3) | 10 (+0) | 16 (+3) | 8 (-1) |
Saving Throws: | Int +2, Wis +2 | ||||
Skills: | Perception +7, Medicine +2, Persuasion +1, Religion +5 | ||||
Senses: | darkvision 60 ft., passive Perception 17 | ||||
Languages: | Giant, Orc, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 5 (1800 xp) |
Two Heads: The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful: When one of the ettin's heads is asleep, its other head is awake.
Divine Eminence: As a bonus action, the ettin priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The ettin priest is a 5th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ettin priest has the following cleric spells prepared:
Multiattack:The ettin makes two attacks of any mix of its weapons.
Longsword:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
War Hammer:Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Longbow:Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.
AC: | 13 (natural armor) | HP (HD): | 160 (10d12 + 40) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) |
Saving Throws: | None | ||||
Skills: | Perception +2 | ||||
Senses: | passive Perception 12 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 5 (1800 xp) |
Multiattack:The giant makes two greatclub attacks.
Greatclub:Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock:Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
AC: | 14 (natural armor) | HP (HD): | 306 (18d12 + 90) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 10 (+0) | 20 (+5) | 7 (-2) | 10 (+0) | 8 (-1) |
Saving Throws: | Con +7 | ||||
Skills: | Perception +3, Athletics +8 | ||||
Senses: | passive Perception 13 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 7 (2900 xp) |
Swift Jumper: As a bonus action, the hill giant lord can make an Athletics check to make a Running Long Jump of up to 26 ft, or a Running High Jump of 8 feet.
ActionsMultiattack:The giant makes two greatclub attacks.
Greatclub:Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock:Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
ReactionsSwatting Flies: Once per turn, if the hill giant lord receives damage from a melee attack, and the attacker is within his reach, he may make an additional attack with his great club as a reaction.
AC: | 16 (hide armor) | HP (HD): | 450 (25d12 + 150) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 9 (-1) |
Saving Throws: | Str +10, Con +10 | ||||
Skills: | Perception +5, Athletics +9 | ||||
Senses: | passive Perception 15 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 8 (3900 xp) |
Swift Jumper: As a bonus action, the hill giant lord can make an Athletics check to make a Running Long Jump of up to 26 ft, or a Running High Jump of 8 feet.
Fighter: The hill giant king is also a 10th level fighter(champion). He knows the two-weapon and great weapon fighting styles, can use second wind, action surge, and is indomitable. His weapons score a critical on a roll of 19 or 20.
ActionsMultiattack: The giant makes three attacks with its longsword.
Longsword:Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Rock:Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
ReactionsSwatting Flies: Once per turn, if the hill giant lord receives damage from a melee attack, and the attacker is within his reach, he may make an additional attack with his great club as a reaction.
Legendary ActionsA hill giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A hill giant king has the following legendary action options:
AC: | 13 (natural armor) | HP (HD): | 224 (14d12 + 56) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
21 (+5) | 8 (-1) | 19 (+4) | 7 (-2) | 14 (+2) | 9 (-1) |
Saving Throws: | Wis +5, Cha +2 | ||||
Skills: | Perception +5, Medicine +1, Persuasion +2, Religion +5 | ||||
Senses: | passive Perception 15 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 6 (2300 xp) |
Swift Jumper: As a bonus action, the hill giant lord can make an Athletics check to make a Running Long Jump of up to 26 ft, or a Running High Jump of 8 feet.
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The giant priest is a 5th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack:The giant makes two greatclub attacks.
Greatclub:Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Rock:Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
ReactionsSwatting Flies: Once per turn, if the hill giant lord receives damage from a melee attack, and the attacker is within his reach, he may make an additional attack with his great club as a reaction.
AC: | 17 (natural armor) | HP (HD): | 187 (11d12 + 55) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) |
Saving Throws: | Dex +5, Con +8, Wis +4 | ||||
Skills: | Athletics +12, Perception +4 | ||||
Senses: | darkvision 60 ft., passive Perception 14 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 7 (2900 xp) |
Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
ActionsMultiattack: The giant makes two greatclub attacks.
Greatclub:Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock:Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
ReactionsRock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
AC: | 18 (natural armor) | HP (HD): | 446 (28d12 + 110) | Speed: | 40 ft., burrow 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | 16 (+3) | 20 (+5) | 12 (+1) | 14 (+2) | 11 (+0) |
Saving Throws: | Dex +7, Con +9, Wis +6 | ||||
Skills: | Athletics +14, Perception +6, Artisan's Tools +4 | ||||
Senses: | darkvision 60 ft., passive Perception 16 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 9 (5000 xp) |
Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Earth Glide: The stone giant lord can burrow through nonmagical, unworked, earth and stone. While doing so, the stone giant doesn't disturb the material it moves through.
ActionsMultiattack:The giant makes three attacks with his maul.
Maul:Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Rock:Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
ReactionsRock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
AC: | 18 (natural armor) | HP (HD): | 594 (33d12 + 55) | Speed: | 40 ft., burrow 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | 16 (+3) | 22 (+6) | 14 (+2) | 14 (+2) | 14 (+2) |
Saving Throws: | Dex +7, Con +10, Wis +6 | ||||
Skills: | Athletics +12, Perception +6, Artisan's Tools +4, Persuasion +6 | ||||
Senses: | darkvision 60 ft., passive Perception 16 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | (Damage) bludgeoning from non-magical weapons | ||||
Immunities: | None | ||||
Challenge: | 10 (5900 xp) |
Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Earth Glide: The stone giant lord can burrow through nonmagical, unworked, earth and stone. While doing so, the stone giant doesn't disturb the material it moves through.
ActionsMultiattack:The giant makes three attacks.
Greatmaul:Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage, plus DC 14 strength saving throw or be knocked back 10 ft..
Rock:Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
ReactionsRock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Legendary ActionsA stone giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A stone giant king has the following legendary action options:
AC: | 17 (natural armor) | HP (HD): | 126 (17d12 + 55) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | 15 (+2) | 20 (+5) | 11 (+0) | 13 (+1) | 10 (+0) |
Saving Throws: | Dex +5, Con +8, Wis +4 | ||||
Skills: | Athletics +12, Perception +4, Persuasion +3 | ||||
Senses: | darkvision 60 ft., passive Perception 14 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 8 (3900 xp) |
Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The giant priest is a 5th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes three attacks with its greatclub.
Greatclub:Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock:Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
ReactionsRock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
AC: | 18 (plate armor) | HP (HD): | 234 (13d12 + 78) | Speed: | 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
Saving Throws: | Dex +3, Con +10, Cha +5 | ||||
Skills: | Athletics +11, Perception +6 | ||||
Senses: | passive Perception 16 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) fire | ||||
Challenge: | 9 (5000 xp) |
Multiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock:Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
AC: | 19 (plate armor) | HP (HD): | 494 (26d12 + 182) | Speed: | 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
27 (+8) | 11 (+0) | 24 (+7) | 10 (+0) | 14 (+2) | 14 (+2) |
Saving Throws: | Dex +4, Con +11, Cha +6 | ||||
Skills: | Athletics +12, Perception +7, Artisan's Tools +4 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) fire | ||||
Challenge: | 10 (5900 xp) |
Wily Dodger: Attackers gain no benefit from flanking a Fire Giant Lord, or being one of multiple melee attackers combatting a Fire Giant Lord.
Crafty Attacker: When being attacked by multiple melee attackers, the Fire Giant Lord may, once per round, make a feint as part of an attack, gaining advantage on his attack roll.
ActionsMultiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage.
Rock:Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
AC: | 21 (plate armor) | HP (HD): | 684 (36d12 + 252) | Speed: | 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
29 (+9) | 13 (+1) | 24 (+7) | 12 (+1) | 14 (+2) | 14 (+2) |
Saving Throws: | Str +13, Dex +5, Con +11, Cha +6 | ||||
Skills: | Athletics +12, Perception +7, Artisan's Tools +5 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) fire | ||||
Challenge: | 12 (8400 xp) |
Wily Dodger: Attackers gain no benefit from flanking a Fire Giant Lord, or being one of multiple melee attackers combatting a Fire Giant Lord.
Crafty Attacker: When being attacked by multiple melee attackers, the Fire Giant Lord may, once per round, make a feint as part of an attack, gaining advantage on his attack roll.
Battlemaster: A Fire Giant king is also a 15th-level fighter with the battlemaster martial archetpye. He has the Great Weapon Fighting Style, and can use the Action Surge, and Second Wind class features. He may also use the Indomitable class feature twice per day. He has 6d10 as superiority dice, and always has at least 1d10. He knows the following manuevers: Commander's Strike, Distracting Strike, Lunging Attack, Manuevering Attack, Parry, Precision Attack, Pushing Attack, Riposte, and Sweeping Attack. His manuever save DC is 21.
ActionsMultiattack: The giant makes three greatsword attacks.
Greatsword:Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock:Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Legendary ActionsA fire giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A fire giant king has the following legendary action options:
AC: | 18 (plate armor) | HP (HD): | 318 (20d12 + 78) | Speed: | 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
25 (+7) | 9 (-1) | 23 (+6) | 12 (+1) | 20 (+5) | 15 (+2) |
Saving Throws: | Dex +3, Con +10, Cha +6, Wis +9 | ||||
Skills: | Athletics +11, Perception +9, Medicine +5, Persuasion +6, Religion +5 | ||||
Senses: | passive Perception 19 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) fire | ||||
Challenge: | 11 (7200 xp) |
Wily Dodge: Attackers gain no benefit from flanking a Fire Giant Lord, or being one of multiple melee attackers combatting a Fire Giant Lord.
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The giant priest is a 5th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
Rock:Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
AC: | 15 (patchwork armor) | HP (HD): | 204 (12d12 + 60) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) |
Saving Throws: | Con +8, Wis +3, Cha +4 | ||||
Skills: | Athletics +9, Perception +3 | ||||
Senses: | passive Perception 13 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) cold | ||||
Challenge: | 8 (3900 xp) |
Multiattack: The giant makes two greataxe attacks.
Greataxe:Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock:Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
AC: | 16 (patchwork armor) | HP (HD): | 357 (21d12 + 105) | Speed: | 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
25 (+7) | 11 (+0) | 21 (+5) | 11 (+0) | 12 (+1) | 12 (+1) |
Saving Throws: | Str +10, Con +8, Wis +4, Cha +4 | ||||
Skills: | Athletics +10, Perception +4, Intimidation +4 | ||||
Senses: | passive Perception 14 | ||||
Languages: | Giant | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) cold | ||||
Challenge: | 9 (5000 xp) |
Berserker: The Frost Giant Lord is also a 5th-level barbarian (berserker). As such he gains access to the Danger Sense, Reckless Attack, Rage (3 times/day, +2 damage), and Frenzy class features.
ActionsMultiattack: The giant makes two greataxe attacks.
Greataxe:Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage.
Rock:Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Intimidating Presence: As an action, the Frost Giant Lord may roar frighteningly at a creature that it can see within 50 feet of it. It the target can see or hear the Frost Giant Lord, it must succeed on a Wisdom saving throw (DC 12) or be frightened of the Frost Giant Lord until the Lord's next turn. The duration may be extended by one round by using a bonus action. The effect ends if the target goes out of sight or more than 60 feet away from the frost giant lord. Creatures that make their save are immune to this effect for 24 hours.
AC: | 18 (patchwork armor) | HP (HD): | 544 (32d12 + 160) | Speed: | 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
26 (+8) | 13 (+1) | 21 (+5) | 13 (+1) | 12 (+1) | 12 (+1) |
Saving Throws: | Str +11, Con +8, Wis +4, Cha +4 | ||||
Skills: | Athletics +11, Perception +4, Intimidation +4 | ||||
Senses: | passive Perception 14 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) cold | ||||
Challenge: | 11 (7200 xp) |
Berserker: The Frost Giant Lord is also a 15th-level barbarian (berserker). As such he gains access to the Danger Sense, Reckless Attack, Rage (5 times/day, +3 damage, Mindless, Relentless, Persistant), Frenzy, Feral Instinct, Brutal Crital (+2 dice), Retaliation class features.
Enemy Ammunition: Instead of an attack, the Frost Giant King may attempt to use an medium or smaller enemy within his reach as ammunition for his ranged attack. To do so, the Frost Giant King makes a grapple check against the target. If he succeeds, he may immediately use the enemy to make an attack. If he hits the target of his ranged attack, both the target and the grappled enemy take the damage listed. If he misses, only the grappled enemy takes the listed damage.
ActionsMultiattack: The giant makes three greataxe attacks.
Greataxe:Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) slashing damage.
Rock:Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Intimidating Presence: As an action, the Frost Giant Lord may roar frighteningly at a creature that it can see within 50 feet of it. It the target can see or hear the Frost Giant Lord, it must succeed on a Wisdom saving throw (DC 15) or be frightened of the Frost Giant Lord until the Lord's next turn. The duration may be extended by one round by using a bonus action. The effect ends if the target goes out of sight or more than 60 feet away from the frost giant lord. Creatures that make their save are immune to this effect for 24 hours.
Throw Enemy:Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target: Hit: 19 (2d10+8) bludgeoning damage.
Legendary ActionsA frost giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A frost giant king has the following legendary action options:
AC: | 15 (patchwork armor) | HP (HD): | 306 (18d12 + 90) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
23 (+6) | ( (-1) | 21 (+5) | 11 (+0) | 16 (+3) | 14 (+2) |
Saving Throws: | Con +8, Wis +6, Cha +5 | ||||
Skills: | Athletics +9, Perception +6, Medicine +3, Persuasion +5, Religion +3 | ||||
Senses: | passive Perception 16 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (Damage) cold | ||||
Challenge: | 10 (5900 xp) |
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The giant priest is a 5th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes two greataxe attacks.
Greataxe:Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock:Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Intimidating Presence: As an action, the Frost Giant Lord may roar frighteningly at a creature that it can see within 50 feet of it. It the target can see or hear the Frost Giant Lord, it must succeed on a Wisdom saving throw (DC 15) or be frightened of the Frost Giant Lord until the Lord's next turn. The duration may be extended by one round by using a bonus action. The effect ends if the target goes out of sight or more than 60 feet away from the frost giant lord. Creatures that make their save are immune to this effect for 24 hours.
AC: | 14 (natural armor) | HP (HD): | 288 (16d12 + 96) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) |
Saving Throws: | Con +10, Wis +7, Cha +7 | ||||
Skills: | Insight +7, Perception +7 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 9 (5000 xp) |
Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Multiattack: The giant makes two morningstar attacks.
Morningstar:Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock:Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
AC: | 15 (natural armor) | HP (HD): | 532 (28d12 + 196) | Speed: | 40 ft., fly 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
29 (+9) | 10 (+0) | 24 (+7) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws: | Con +11, Int +5, Wis +7, Cha +8 | ||||
Skills: | Insight +7, Perception +7, Persuasion +8 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 10 (5900 xp) |
Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Multiattack: The giant makes two morningstar attacks.
Morningstar:Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock:Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
ReactionsLuck of Memnor: Once per rest, as a reaction, a cloud giant lord can reroll the result of any d20 roll that occurred within his line of sight. He must accept the result of the second roll.
AC: | 19 (chain shirt) | HP (HD): | 760 (40d12 + 280) | Speed: | 40 ft., fly 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
30 (+10) | 12 (+1) | 24 (+7) | 12 (+1) | 16 (+3) | 18 (+4) |
Saving Throws: | Con +11, Int +5, Wis +7, Cha +8 | ||||
Skills: | Insight +7, Perception +7, Persuasion +8, Deception +8 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 12 (8400 xp) |
Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Memnor's Cunning: A cloud giant king has advantage on all skills he is proficient with.
ActionsMultiattack: The giant makes three morningstar attacks.
Morningstar:Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock:Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
ReactionsLuck of Memnor: Three times per rest, as a reaction, a cloud giant king can reroll the result of any d20 roll that occurred within his line of sight. He must accept the result of the second roll.
Legendary ActionsA cloud giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A cloud giant king has the following legendary action options:
AC: | 14 (natural armor) | HP (HD): | 432 (24d12 + 144) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
27 (+8) | 10 (+0) | 22 (+6) | 14 (+2) | 22 (+6) | 18 (+4) |
Saving Throws: | Con +10, Wis +10, Cha +7 | ||||
Skills: | Insight +10, Perception +8, Medicine +6, Persuasion +8, Religion +6 | ||||
Senses: | passive Perception 17 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | None | ||||
Challenge: | 9 (5000 xp) |
Keen Smell: The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting: The giant priest is a 6th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes two morningstar attacks.
Morningstar:Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock:Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
ReactionsLuck of Memnor: Once per rest, as a reaction, a cloud giant priest can reroll the result of any d20 roll that occurred within his line of sight. He must accept the result of the second roll.
AC: | 16 (scale mail) | HP (HD): | 340 (20d12 + 100) | Speed: | 50 ft., swim 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) |
Saving Throws: | Str +14, Con +10, Wis +9, Cha +9 | ||||
Skills: | Arcana +8, Athletics +14, History +8, Perception +9 | ||||
Senses: | passive Perception 19 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | (Damage) cold | ||||
Immunities: | (Damage) lightning, thunder | ||||
Challenge: | 13 (10000 xp) |
Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Multiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock:Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
AC: | 17 (scale mail) | HP (HD): | 595 (35d12 + 175) | Speed: | 50 ft., swim 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
30 (+10) | 14 (+2) | 20 (+5) | 16 (+3) | 20 (+5) | 20 (+5) |
Saving Throws: | Str +15, Con +10, Int +8, Wis +10, Cha +10 | ||||
Skills: | Arcana +8, Athletics +15, History +8, Perception +10, Insight +10 | ||||
Senses: | passive Perception 20 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | (Damage) cold | ||||
Immunities: | (Damage) lightning, thunder | ||||
Challenge: | 14 (11500 xp) |
Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Witness to History: The storm giant lord has advantage on all History and Arcana skill checks.
ActionsMultiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage.
Rock:Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.
Lightning Strike (Recharge 4-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
AC: | 18 (scale mail) | HP (HD): | 900 (50d12 + 300) | Speed: | 50 ft., swim 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
32 (+11) | 14 (+2) | 22 (+6) | 16 (+3) | 20 (+5) | 20 (+5) |
Saving Throws: | Str +16, Con +11, Int +8, Wis +10, Cha +10 | ||||
Skills: | Arcana +13, Athletics +16, History +13, Perception +10, Insight +10, Nature +13, Religion +8, Performance +15 | ||||
Senses: | passive Perception 20 | ||||
Languages: | Common, Giant, Druidic | ||||
Vulnerabilities: | None | ||||
Resistances: | (damage) cold | ||||
Immunities: | (damage) lightning, thunder | ||||
Challenge: | 16 (15000 xp) |
Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
Witness to History: The storm giant lord has advantage on all History and Arcana skill checks.
Lorekeeper: The storm giant king is also a 16th-level bard (lore), and a 9th level Druid (Land/Ocean). As a bard he has acces to Bardic Inspiration (2d12), Jack of All Trades, Font of Inspiration, Song of Rest (1d10), Countercharm, Cutting Words, and Peerless Skill class features. As a druid he has access to the Wild Shape, Natural Recovery, and Land's Stride class features.
Spellcasting: The storm giant king casts spells as a 25th-level caster. His save DC for Bard spells is 18, and his spell attack bonus is +10. In addtion to the spells prepared, the storm giant king knows an additional 7 spells from any class (5 of which count against his bard spells known). His maximum bardic spell level prepared and known is 8th, and druidic spell level prepared is 5th. Spells marked with an asterix benefit from being cast with a higher level spell slot.
Multiattack: The giant makes three greatsword attacks.
Greatsword:Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock:Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 4-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Legendary ActionsA storm giant king receives one legendary action a round. A legendary action can be taken only at the start or end of a turn. A storm giant king has the following legendary action options:
AC: | 16 (scale mail) | HP (HD): | 510 (30d12 + 150) | Speed: | 50 ft., swim 50 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
29 (+9) | 14 (+2) | 20 (+5) | 18 (+4) | 24 (+7) | 20 (+5) |
Saving Throws: | Str +14, Con +10, Wis +12, Cha +10 | ||||
Skills: | Arcana +9, Athletics +14, History +9, Perception +12, Medicine +9, Insight +12, Religion +9 | ||||
Senses: | passive Perception 22 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | (damage) cold | ||||
Immunities: | (damage) lightning, thunder | ||||
Challenge: | 15 (13000 xp) |
Amphibious: The giant can breathe air and water.
Innate Spellcasting: The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting The giant priest is a 7th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Rock:Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 4-6): The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
AC: | 18 (plate armor) | HP (HD): | 162 (20d12 + 78) | Speed: | 30 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
25 (+7) | 9 (-1) | 23 (+6) | 12 (+1) | 20 (+5) | 15 (+2) |
Saving Throws: | Dex +3, Con +10, Cha +6, Wis +9 | ||||
Skills: | Athletics +11, Perception +9, Medicine +5, Persuasion +6, Religion +5 | ||||
Senses: | passive Perception 19 | ||||
Languages: | Giant, Common | ||||
Vulnerabilities: | None | ||||
Resistances: | None | ||||
Immunities: | (damage) fire | ||||
Challenge: | 12 (8400 xp) |
Wily Dodge: Attackers gain no benefit from flanking a Fire Giant Lord, or being one of multiple melee attackers combatting a Fire Giant Lord.
Divine Eminence: As a bonus action, the giant priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting:The giant priest is a 10th-level cleric. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The giant priest has the following cleric spells prepared:
Multiattack: The giant makes two greatsword attacks.
Greatsword:Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6+7) slashing damage
Rock:Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage
AC: | 19 (natural armor) | HP (HD): | 288 (23d10 + 161) | Speed: | 40 ft. |
---|---|---|---|---|---|
STR: | DEX: | CON: | INT: | WIS: | CHA: |
25 (+7) | 11 (+0) | 25 (+7) | 6 (-2) | 13 (+1) | 14 (+2) |
Saving Throws: | Str +13, Dex +6, Con +13, Wis +7 | ||||
Skills: | Perception +7 | ||||
Senses: | darkvision 120 ft., passive Perception 17 | ||||
Languages: | Abyssal | ||||
Vulnerabilities: | None | ||||
Resistances: | (damage) cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks | ||||
Immunities: | (condition) poisoned, (damage) poison | ||||
Challenge: | 16 (15000 xp) |
Charge: If the hellcow moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Magic Resistance The hellcow has advantage on saving throws against spells and other magical effects.
ActionsMultiattack: The hellcow makes three attacks: two with its bardiche and one kick with its hoof.
Bardiche:Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (3d12+7) slashing damage. Succeed on a DC 21 Constituion saving throw, or take one additional hit point of damage each round. The bleeding can only be stopped by magical healing.
Hoof:Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore:Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 45 (7d10+7) piercing damage.