Bestiary · Giantkin

Giant PR 12

Ice Giant Jarl

A jarl leads an ice giant hold and wears a horned iron helm and the cloak of a white bear it killed. The axe is the one the hold has handed down since it was cut. Rank among ice giants is settled by fighting, so a jarl is the strongest fighter in a building full of them. A jarl will hear out a parley and will hold to it. A jarl who breaks a parley in front of the hold loses the rank.

Ice Giant Jarl, drawn at Huge scale
Physiology
Giantkin
Size
Huge
Speed
40 ft.
Armor class
19 (bearhide and iron)
Hit points
212 (17d12 + 102)
Proficiency
+4
  • STR 25 +7 save +11
  • DEX 13 +1 save +1
  • CON 22 +6 save +10
  • INT 12 +1 save +1
  • WIS 16 +3 save +7
  • CHA 17 +3 save +3
Skills
Athletics +11 , Intimidation +7 , Perception +7 , Survival +7
Passive Perception
17
Senses
darkvision 60 ft.
Languages
Common, Jotun, Old Norska
Damage immunities
cold
Found in
Terran (Barren) , Arctic , Tundra , Utgard

Traits

  • Hold's Axe

    The jarl's axe attacks score a critical hit on a roll of 19 or 20. A critical hit with the axe knocks a creature of size large or smaller Prone.

  • Fearless Command

    Allied giantkin within 60 feet that can hear it are immune to the Frightened condition.

  • Winter-Born

    It ignores difficult terrain made of ice or snow and leaves no tracks in either.

Actions

  • Multiattack

    It makes two axe attacks, or one axe attack and one Rimebreath.

  • Hold Axe

    +11 to hit · reach 10 ft.

    4d10 + 7 slashing damage

    A swing of the hold's two-handed axe.

  • Rimebreath

    DC 18 Constitution save

    The jarl breathes a 40-foot cone of cold. Every creature in the cone makes a Constitution saving throw, taking 8d8 cold damage and being Slowed until the end of its next turn on a failure, or half as much damage on a success. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.

  • Hurled Ice

    +11 to hit · long range

    4d8 + 7 bludgeoning damage

    It throws a block of river ice.

  • Call the Hold Bonus action

    Each allied creature within 60 feet that can hear it makes one weapon attack as a reaction. It can do this once per day.