Guard Mob. Attackers needed: 2, 4 piercing damage
Ballista. +7, 3d12 piercing damage, 1 action to load, aim, fire
Gate. AC 15, 200 TP
| MOD | SAVE | ||
|---|---|---|---|
| STR | 23 | +6 | +6 |
| DEX | 9 | -1 | -1 |
| CON | 21 | +5 | +5 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 9 | -1 | -1 |
| WIS | 10 | +0 | +0 |
| CHA | 12 | +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.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +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.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 14 | +2 | +2 |
| MOD | SAVE | ||
|---|---|---|---|
| INT | 7 | -2 | -2 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | -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.