Too big to die. The cloud giant massive bulk grants it greater protection against smaller creatures and their toothpick sized weapons. Any damage dealt to the cloud giant from a creature two or more sizes smaller than itself must do at least 16 damage to inflict any damage, and any damage dealt is reduced by 8.
Siege Monster. The cloud giant deals double damage to objects and structures.
Summon Elemental(1/day). The cloud giant uses its connection to the elemental plane of air to conjure an air elemental. The air elemental is friendly towards the cloud giant, and it acts on its own initiative in combat. The air elemental disappears after one hour, or if the cloud giant dismisses it
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud(3rd level), light
3/day each: feather fall, wind wall, misty step, telekinesis
1/day each: control weather, gaseous form
Multiattack. The giant makes four air sword attacks or three air javelin attacks.
Air Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) slashing damage.
Air Javelin. Ranged Weapon Attack: +14 to hit, range 600 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Conjure Tornado(recharge 5 or 6). The cloud giant conjures a tornado to disrupt the battlefield and create chaos in a spot within 300 ft. The tornado has a radius of 15 ft, any creatures in the affected area must make a Strength saving throw, on a failed save the creature takes 60 (8d12) bludgeoning damage and is thrown 50 ft in a random direction. On a successful save the creature takes half damage and isn't thrown.
Wind Blast. When a creature comes within a 10 ft radius of the cloud giant it sends out a burst of hardened air, the creature must make a DC 22 Strength saving throw, on a failed save the creature takes 22 (4d10) bludgeoning damage, is pushed 40 ft back and is knocked prone. On a successful save the creature takes half damage, is pushed 20 ft back, and isn't knocked prone.
The giant 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 giant regains spent legendary actions at the start of its turn.
Move. The giant moves up to its speed without provoking opportunity attacks.
Weapon Attack. The giant makes one weapon attack.
Cast a spell. (Costs 2 Actions). The giant casts a spell.
Lair and Lair Actions
A Cloud Giant’s Lair
A cloud giant has its lair on mountain tops, cloud cities, and other easily defended positions, it surrounds itself with wealth and servants, and it keeps tight control over its territory.
Lair Actions
On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following magical effects; the giant can’t use the same effect two rounds in a row:
- The giant regains a used spell. If it has no spent spells, nothing happens.
- A thick fog 50 ft in radius surrounds the giant, it dissipates at the end of the giant's next turn.
- The giant uses the power of the environment it controls to form wind barriers around itself. The giant gains 30 temporary hit points.
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