Attack on Bryn Shander

Guard Mob. Attackers needed: 2, 4 piercing damage

Ballista. +7, 3d12 piercing damage, 1 action to load, aim, fire

Gate. AC 15, 200 TP

15patchwork armor
13812d12 + 60
40 ft.
MODSAVE
STR23+6+6
DEX9-1-1
CON21+5+5
MODSAVE
INT9-1-1
WIS10+0+0
CHA12+1+1

Saving Throws CON +8, WIS +3, CHA +4

Skills Athletics +9, Perception +3

Damage Immunities Cold

Senses Passive Perception 13

Languages Giant

Actions


Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

16chain shirt, shield
112d8 + 2
30 ft.
MODSAVE
STR13+1+1
DEX12+1+1
CON12+1+1
MODSAVE
INT10+0+0
WIS11+0+0
CHA10+0+0

Skills Perception +2

Senses Passive Perception 12

Languages Any one language (usually Common)

Actions


Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.

13natural armor
7510d10 + 20
50 ft.
MODSAVE
STR18+4+4
DEX13+1+1
CON14+2+2
MODSAVE
INT7-2-2
WIS12+1+1
CHA8-1-1

Skills Perception +5, Stealth +3

Damage Immunities Cold

Senses Passive Perception 15

Languages Common, Giant, Winter Wolf

Traits


Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions


Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.