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.

huge
giant
cr7
tome-of-horrors