Jack-in-Irons Giant
Huge giant, chaotic evil
Armor Class
15 (chain scraps)
Hit Points
138 (12d12 + 60)
Speed
40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
8 (-1)
Senses
darkvision 60 ft., passive Perception 11
Languages
Giant
Challenge
7 (2,900 XP)
Actions
Multiattack. The jack-in-irons giant uses its shake the earth ability, and then makes two club attacks and either a chain or fist attack.
Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Chain. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Dexterity saving throw or be grappled and restrained (escape DC 18) and the jack-in-irons giant cannot grapple another target. At the beginning of the giant’s turn, it can smash a grappled target into the ground or another solid object within 15 feet of the giant, dealing 11 (1d8 + 7) bludgeoning damage.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Shake the Earth. Creatures within 10 feet of the jack-in-irons giant must succeed on a DC 18 Dexterity saving throw or fall prone.