Page 124 - Monster Manual Expanded III Dragonix
P. 124

Frost Giant Mammoth Rider                             Actions

         Huge giant, chaotic evil                              Multiattack. The giant makes two melee attacks or two ranged
                                                               attacks.  It can use Mammoth Stomp in place of one of these attacks.
         Armor Class 15 (patchwork armor)                      Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
         Hit Points 161 (14d12 + 70)                           Hit: 25 (3d12 + 6) slashing damage.
         Speed 40 ft.
                                                               Javelin. Ranged Weapon Attack: +10 to hit, reach 40/120 ft., one
                                                               target. Hit: 16 (3d6 + 6) piercing damage.
              STR           DEX           CON           INT           WIS           CHA
                23 (+6)         9 (-1)        21 (+5)       9 (-1)       15 (+2)       10 (+0)  Mammoth Stomp. The giant's mammoth mount uses its reaction
                                                               to make one Stomp attack.  The giant must be mounted on its
         Saving Throws Con +9, Wis +6, Cha +4                  mammoth (Basic Rules, pg. 143) to use this action.
         Skills Animal Handling +6, Perception +6
                                                               Mammoth Trample (Recharge 5-6). While mounted on a mammoth,
         Damage Immunities cold
         Senses passive Perception 16                          the giant moves up to its speed in a straight line. During this move, it
                                                               can enter Large or smaller creatures' spaces. A creature whose space
         Languages Giant
                                                               the giant enters must succeed on a DC 18 Dexterity saving throw. On
         Challenge 11 (7,200 XP)       Proficiency Bonus +4
                                                               a successful save, the creature is pushed 5 feet to the nearest space

                                                               out of the giant's path. On a failed save, the creature falls prone and
         Mounted Advantage.  While mounted, the giant has advantage on   takes 29 (4d10 + 7) bludgeoning damage. If the giant remains in
         melee attack rolls against a Huge or smaller creature.
                                                               the prone creature's space, the creature is also restrained until it's
         Mounted Charge. If the giant, while mounted, moves at least 20 feet   no longer in the same space as the giant. While restrained in this
         straight toward a creature and then hits it with a melee attack on   way, the creature, or another creature within 5 feet of it, can make a
         the same turn, the target takes an extra 13 (2d12) weapon damage   DC 18 Strength check. On a success, the creature is shunted to an
         and must succeed on a DC 18 Strength saving throw or be knocked   unoccupied space of its choice within 5 feet of the giant and is no
         prone. If the target is prone, the giant's mammoth mount can use its   longer restrained.
         reaction to make one stomp attack against it.

         Frost Giant Mauler

         Huge giant, chaotic evil

         Armor Class 15 (patchwork armor)
         Hit Points 175 (14d12 + 84)
         Speed 40 ft.
             STR           DEX           CON           INT           WIS           CHA
                24 (+7)         9 (-1)        22 (+6)       9 (-1)       10 (+0)       12 (+1)

         Saving Throws Con +10, Wis +4, Cha +5
         Skills Athletics +11, Perception +4
         Damage Immunities cold
         Senses passive Perception 14
         Languages Giant
         Challenge 9 (5,000 XP)       Proficiency Bonus +4

         Actions
         Multiattack. The giant makes two Maul attacks. It can replace
         one of its attacks with Ground Pound, if it is available.
         Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one
         target. Hit: 28 (6d6 + 7) bludgeoning damage and the target
         has disadvantage on the next attack roll it makes before the
         end of its next turn.
         Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one
         target. Hit: 29 (4d10 + 7) bludgeoning damage.
         Ground Pound (Recharge 5-6). The giant slams its maul on
         the ground, triggering an earth tremor and violently pelting
         the area with debris. Each creature on the ground
         originating from the giant in a 15-foot cube must
         succeed on a DC 19 Strength saving throw.  On a
         failed save, a creature takes 28 (6d6 + 7)
         bludgeoning damage and is knocked prone. If a
         creature fails its save by 5 or more, it is also stunned
         until the end of its next turn. On a successful save, a creature takes
         half as much damage and isn't knocked prone.


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