Frost Giant Everlasting OneHuge giant (frost giant)
- 12 (8,400 XP)
Extra Heads. The giant 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 DC 19). It has 34 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, and knows the following maneuvers:
2 stamina dice: frenzy
Regeneration. The giant regains 10 health at the start of its turn. While the giant is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. 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 health and doesn’t regenerate.
Vaprak’s Rage (Recharges after a Short or Long Rest). On its turn, 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
- 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.
Multiattack. The giant makes two weapon attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 3 m. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Hatchet. Melee or Ranged Weapon Attack: +11 to hit, reach 3 m. or range 4.5/18 m. Hit: 14 (3d4 + 7) slashing damage, or 18 (3d4 + 11) slashing damage if used to make a melee attack while raging.
Rock. Ranged Weapon Attack: +11 to hit, range 18/75 m. Hit: 29 (4d10 + 7) bludgeoning damage.