16 (dragonscale armor)
187 (15d12+90)
40 ft.
Con +10, Wis +6, Cha +7
Athletics +11, Perception +6
cold
Giant
11
If the jarl fails a saving throw, it Charge. The jarl moves up to its speed. can choose to succeed instead.
The jarl makes two greataxe attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12+7) slashing damage plus 4 (1d8) cold damage.
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10+7) bludgeoning damage.
The jarl stomps the ground, creating a wave of intense cold in a line that is 60 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. If a target fails the saving throw, it becomes restrained by ice. As an action, the restrained target can make a DC 15 Strength check, breaking free of the ice on a success. The ice can also be attacked and destroyed (AC 10; hp 15; vulnerability to fire damage; immunity to poison and psychic damage).
The jarl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The jarl regains spent legendary actions at the start of its turn.
The jarl makes a shove attack.
The jarl moves up to its speed.
The jarl directs an allied creature to strike, so long as the creature can see or hear the jarl. That creature can immediately use its reaction to make one weapon attack.