Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!
Played | 104 times |
Cloned | 22 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
A formidable frost giant leader, the Icewind Jarl commands the frozen wastes and can summon localized blizzards to hinder its foes. Its icy breath can freeze enemies solid, making it a terrifying presence on the battlefield.
Size | Huge |
Type | Giant |
CR | 12 |
XP | 8400 |
Languages | Giant, Common |
Armor Class | 16 |
HP Range | 178 - 178 (Avg: 178) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Frozen Breath
The Icewind Jarl exhales a cone of freezing wind in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 42 (12d6) cold damage on a failed save and becoming restrained by ice until the end of its next turn. A creature restrained by the ice can use its action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check to break free. On a successful save, the creature takes half the damage and isn't restrained.
Ice Axe
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) slashing damage plus 7 (2d6) cold damage.
Multiattack
The Icewind Jarl makes three ice axe attacks.