Frost Giant Everlasting One

Frost Giant Everlasting One

Huge giant (frost giant)
Challenge

STR
7
DEX
0
CON
7
INT
−1
WIS
0
CHA
1

189
14d12+98
18
Soak
2
Fort
+10
Ref
+6
Will
+3
Defense note patchwork armor
Damage immunities cold

Speed 8 m.
Skills Athletics +10 (21), Brawn +10 (21), Perception +3 (14)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Extra Heads. The frost giant everlasting one has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Maneuvers. The frost giant everlasting one uses maneuvers (maneuver save Difficulty 19). It has 23 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, knockback, slice through, spring attack, whirling blade

2 stamina dice: frenzy

Regeneration. The frost giant everlasting one regains 10 health at the start of each of its turns. While the frost giant everlasting one is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the frost giant everlasting one takes acid or fire damage, this trait doesn’t function at the start of the frost giant everlasting one’s next turn. The frost giant everlasting one dies only if it starts its turn with 0 health and doesn’t regenerate.

Vaprak’s Rage (Recharges after a Short or Long Rest). On its turn, the frost giant everlasting one can enter a rage at the start of its turn. The rage lasts for 1 minute or until the frost giant everlasting one is incapacitated. While raging, the frost giant everlasting one gains the following benefits:

  • The frost giant everlasting one has advantage on Strength checks
  • When it makes a melee weapon attack, the frost giant everlasting one gains a +4 bonus to the damage roll.
  • The frost giant everlasting one has resistance to bludgeoning, piercing, and slashing damage.

Actions (2)

Greataxe. Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.

Hatchet. Melee or Ranged Weapon Attack: +10 to hit, reach 2 m. or range 3/10 m. Hit: 17 (3d6 + 7) slashing damage, or 21 (3d6 + 11) slashing damage while raging.

Rock (1/turn). Melee or Ranged Weapon Attack: +10 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 29 (4d10 + 7) bludgeoning damage.

Arctic, Coastalvgtm

Maneuvers

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.