Huge giant, chaotic evil
- Armor Class
- 15 (patchwork armor)
- Hit Points
- 189 (14d12 + 98)
- Speed
- 40 ft.
- Challenge
- 12 (8,400 XP)
- Saving Throws
- Con +11, Str +11, Wis +4
- Skills
- Athletics +11, Perception +4
- Damage Immunities
- cold
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Giant
Traits
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.
Actions
The giant makes two Greataxe or Rock attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Bonus Actions
The giant enters a rage. 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.