Jarl Grugnur

Huge giant, Neutral Good (50%) Neutral Evil (50%)

Armor Class

14 (natural armor)

Hit Points

200 (16d12+96)

Speed

walk 40 ft.

Saves

Con +10, Wis +7, Cha +7

Skills

Insight +7, Perception +7

Languages

Common, Giant

Challenge

9

Keen Smell

Grugnur has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting

Grugnur's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: • At will: detect magic, fog cloud, light • 3/Day each: feather fall, fly, misty step, telekinesis • 1/Day each: control weather, gaseous form

Actions

Multiattack

Grugnur makes two longsword attacks.

Longsword +2

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage, or 26 (3d10 + 10) slashing damage if used with both hands.

Rock

Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Variant: New Giant Options

Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options. Fling: Grugnur tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Grugnur's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown. Wind Aura: A magical aura of wind surrounds Grugnur. The aura is a 10-foot-radius sphere that lasts as long as Grugnur maintains concentration on it (as if concentrating on a spell). While the aura is in effect, Grugnur gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.