Kassoon

Jack-in-Irons

Huge giant, Chaotic Evil
Armor Class 14 (chains)
Hit Points 126 (11d12+55)126 ([11d12+55])
Speed 40 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
9 (-1)
WIS
12 (+1)
CHA
11 (+0)

Saving Throws Wis +4, Con +8 Wis [+4], Con [+8]
Skills
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses Darkvision 60 ft.Darkvision 60 ft.
Languages Giant
Challenge 7 (2,900 XP)

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Pound. A jack-in-irons that grapples an opponent of Medium size or smaller can smash the opponent into the ground or any other nearby solid object as an attack. This attack hits automatically and does 2d8+6 bludgeoning damage and the creature must make a successful DC 17 Con saving throw or be incapacitated until the start of the giant’s next turn.

Shake the Earth. As an action, a jack-in-irons can stomp its foot on the ground, causing powerful vibrations to radiate out around the giant. Any creature within 10 feet of the jack-in-irons must make a successful DC 17 Dex saving throw or fall prone.

[b]Pound.[/b] A jack-in-irons that grapples an opponent of Medium size or smaller can smash the opponent into the ground or any other nearby solid object as an attack. This attack hits automatically and does [2d8+6] bludgeoning damage and the creature must make a successful DC 17 Con saving throw or be incapacitated until the start of the giant’s next turn.

[b]Shake the Earth.[/b] As an action, a jack-in-irons can stomp its foot on the ground, causing powerful vibrations to radiate out around the giant. Any creature within 10 feet of the jack-in-irons must make a successful DC 17 Dex saving throw or fall prone.

Actions

Multiattack. A jack-in-irons giant makes two melee attacks in any combination of club, chain, fist, and pound, or it makes two ranged attacks, or it shakes the earth (see below).

Melee Attack—Club. +9 to hit (reach 10 ft.; one creature). Hit: 3d10+6 bludgeoning damage and the target must make a successful DC 17 Str saving throw or be incapacitated until the start of the giant’s next turn.

Melee Attack—Chain. +9 to hit (reach 15 ft.; one creature). Hit: 2d10+6 bludgeoning damage and the target must make a successful DC 17 Dex saving throw or be grappled and restrained until the start of the giant’s next turn.

Melee Attack—Fist. +9 to hit (reach 10 ft.; one creature). Hit: 2d8+6 bludgeoning damage and the target must make a successful DC 17 Con saving throw or be knocked prone.

Ranged Attack—Rock. +9 to hit (range 60 ft./240 ft.; one creature). Hit: 3d10+6 bludgeoning damage.

[b]Multiattack.[/b] A jack-in-irons giant makes two melee attacks in any combination of club, chain, fist, and pound, or it makes two ranged attacks, or it shakes the earth (see below).

[b]Melee Attack—Club.[/b] [+9] to hit (reach 10 ft.; one creature). Hit: [3d10+6] bludgeoning damage and the target must make a successful DC 17 Str saving throw or be incapacitated until the start of the giant’s next turn.

[b]Melee Attack—Chain.[/b] [+9] to hit (reach 15 ft.; one creature). Hit: [2d10+6] bludgeoning damage and the target must make a successful DC 17 Dex saving throw or be grappled and restrained until the start of the giant’s next turn.

[b]Melee Attack—Fist.[/b] [+9] to hit (reach 10 ft.; one creature). Hit: [2d8+6] bludgeoning damage and the target must make a successful DC 17 Con saving throw or be knocked prone.

[b]Ranged Attack—Rock.[/b] [+9] to hit (range 60 ft./240 ft.; one creature). Hit: [3d10+6] bludgeoning damage.

Legendary Actions

 

Details

Environment: Temperate plains and forest

Organization: Solitary

A jack-in irons giant steal chains from gates, portcullises, and wherever else it can get them, and fastens them all around its body, with a special emphasis on the wrists, forearms, shins, throats, and shoulders. They collect the heads of their victims as trophies and fashion them into grisly belts and necklaces. Most jack-in-irons giants dwell in ruined towers overlooking remote stretches of roads. From this base, they watch for lone travelers, pilgrims, and even guarded caravans to ambush and sack. Armored knights are their favored prey. They have been known to take prisoners and hold them for high ransom, but bargaining with a jack-in-irons is always a tricky undertaking; as often as not, they become bored or angry during the process and simply kill their captives, regardless of whether they’ve been promised or even paid a ransom for them.Orcs and goblins sometimes follow a jack-in-irons as their king or leader because of its size, strength, and bottomless capacity for wickedness. Such a company almost never includes more than one jack-in-irons, however, because none will submit to the command of another. A jack-in-irons stands about 18 feet tall. It prefers to dress in dark colors such as black or brown and always drapes itself in chains. Its hair is dark and matted, and many male jacks-in-irons sport thick, bushy beards. Its eyes are purplish-black with light green irises.A jack-in-irons is not a clever opponent. They rely almost exclusively on brute strength until they run out of enemies. Most fight only to the death, because they believe themselves invincible—as indeed they are, until someone defeats and kills them.
Environment: Temperate plains and forest
Organization: Solitary

A jack-in irons giant steal chains from gates, portcullises, and wherever else it can get them, and fastens them all around its body, with a special emphasis on the wrists, forearms, shins, throats, and shoulders. They collect the heads of their victims as trophies and fashion them into grisly belts and necklaces. Most jack-in-irons giants dwell in ruined towers overlooking remote stretches of roads. From this base, they watch for lone travelers, pilgrims, and even guarded caravans to ambush and sack. Armored knights are their favored prey. They have been known to take prisoners and hold them for high ransom, but bargaining with a jack-in-irons is always a tricky undertaking; as often as not, they become bored or angry during the process and simply kill their captives, regardless of whether they’ve been promised or even paid a ransom for them.Orcs and goblins sometimes follow a jack-in-irons as their king or leader because of its size, strength, and bottomless capacity for wickedness. Such a company almost never includes more than one jack-in-irons, however, because none will submit to the command of another. A jack-in-irons stands about 18 feet tall. It prefers to dress in dark colors such as black or brown and always drapes itself in chains. Its hair is dark and matted, and many male jacks-in-irons sport thick, bushy beards. Its eyes are purplish-black with light green irises.A jack-in-irons is not a clever opponent. They rely almost exclusively on brute strength until they run out of enemies. Most fight only to the death, because they believe themselves invincible—as indeed they are, until someone defeats and kills them.
 
Source Fifth Edition Foes p. 120
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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