Frost Giant of Evil Water

Bigby Presents: Glory of the Giants p. 146

Size
Huge
Type
giant
Alignment
typically neutral evil
AC
16 (scale mail)
Hit Points
172 (15d12+75)
Speed
walk 40 ft., swim 40 ft.
Saving Throws
Wis +6, Con +9, Dex +7
Skills
Acrobatics +10, Perception +6
Immunities
cold
Passive Perception
16
Languages
Aquan, Common, Giant
Challenge
11
Lineage
Frost Giant
STR
23
+6
DEX
16
+3
CON
21
+5
INT
9
−1
WIS
14
+2
CHA
12
+1

Traits

Proficiency Bonus

+4

Amphibious

The giant can breathe air and water.

Actions

Multiattack

The giant makes two Battleaxe attacks and one Harpoon attack.

Battleaxe

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage, or 22 (3d10 + 6) slashing damage if used with two hands, plus 7 (2d6) cold damage.

Harpoon

Ranged Weapon Attack: +7 to hit, range 50/200 ft., one creature. Hit: 14 (2d10 + 3) piercing damage, and the target has the grappled condition (escape DC 16). While the target is grappled this way, its speed isn't reduced, but it can't move farther from the giant. The target takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. The giant can grapple only one target at a time with its harpoon.

Reel In (Bonus Action)

The giant pulls the target grappled by its Harpoon up to 20 feet toward itself.

Other data

description

Though primordials of frost and ice do exist (most notably Cryonax, who is sometimes considered almost the equal of the four Princes of Elemental Evil), frost giants who turn from the gods of the Ordning to embrace Elemental Evil are more likely to serve Olhydra, the Princess of Evil Water. To these giants, water is a cruel and destructive force that finds its ultimate expression in ice. These cultists of Evil Water often hide their allegiance as long as possible while urging their communities to ever increasing depths of cruelty and violence, but if the cultists' apostasy is revealed and they are exiled, they often end up as leaders of Olhydra's cults in colder regions. Olhydra grants these frost giants the ability to breathe underwater, and they wield armor and weapons that reflect their commitment to the cult. Their armor is outfitted with enormous crossbows that can launch barbed harpoons, which the giants use to drag enemies into or through the water.