Gargantuan Giant, Lawful Neutral
Armor Class 15 Natural armor
Hit Points 250 (20d12)
Speed 80 ft., climb 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
23 (+6)
INT
10 (+0)
WIS
26 (+8)
CHA
8 (-1)
Saving Throws STR +14, CON +12, WIS +14
Skills Insight +14, Perception +14, Survival +14
Damage Immunities Cold, Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight, Truesight, Passive Perception 24
Languages Giant, Gith Can only understand, not speak.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Watcher's eye. You can see normally in darkness, both magical and nonmagical.

Self Sustaining. The void Giant does not need to eat, drink or Breath.

Greatsword of the warden. The greatsword glows orange

Spellcasting. The Void giant is an innate spellcaster. Its spellcasting ability is Wisdom. The Void giant has following spells at its disposal
At will: Sleep (at 5th level, 13d8) , Hunter's mark, Detect Evil and good, Ensaring strike 

Actions

Multi-attack. The Void giant can Make 3 attacks with its great sword (magical). 

Greatsword. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 23 (3d8 + 8) Slashing damage and 15 (3d8) fire damage. 

Watchful eye. A beam of psychic fire shoots from the watchers eye, 180 ft long 5ft wide line of power that ricochets off the walls of the Watchers lair until its full length is achieved. A creature can only be affected by the beam once per beam. dc 18 wisdom save. On a failed save a creature in the line takes 6d6 fire damage and 6d6 psychic dmg. and is stunned until the end of the Void giant's next turn. On a successful save, it takes half damage and is not stunned.

Reactions

Portable cell. When a creature with in 15 ft of the Void giant is unconscious or incapacitated it can use its reaction to gather the creature into its Cell, the cell contains an antimagic zone with an Ac of 20, hp of 50, and a damage threshold of 15. 

Legendary Actions

Legendary resistances. If the void giant fails a save, it can instead choose to have passed. it can do this 3 times per long rest.

At the end of another creatures turn the void giant can use one of its legendary actions. it has 3 legendary actions per round

Seek (Costs 1 Action). It can make a Perception check to find hidden creatures

Great sword (Costs 2 Actions). It can make one Greatsword attack.

Clear space (Costs 3 actions). The void Giant makes a sweeping attack, any creature with in 15 ft of the Void giant must make Str Saving throw, DC 22, or be pushed up to 30ft away from the Void giant. If they run into something solid they take damage as if falling from the height moved. 

Catch up. (Costs 3 actions). The void giant vanishes into the dim to reemerge in a room it sensed movement in.  

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Void Giants are not a race unto themselves. they are creatures of singular purpose, altered and improved with one thought in mind. Keep the multiverse safe, by keeping the worst contained. A alliance between the Githzerai and the giants to beat back an Illithid invasion lead to a strange agreement, the bodies of fallen giants would be used as wardens to contain threats that cannot be dealt with easily. These giants bodies had already been alter, they just needed to alter them further. 

Lair and Lair Actions

The Void Giant dwells in its own dimensional prison. A ovoid building of void stone, festooned with anti-divination and anti teleportation runes. The only official way in or out is a teleportation Circle set in the top floor. The source-less dim light is uniform through out with no deep shadows. the cells are anti magic zones, and subject to silence.

Lair Actions

On initiative count 20 (losing initiative ties), the Void takes a lair action to cause one of the following effects; the Void Giant Watcher can’t use the same effect two rounds in a row:

  • Sense Movement. The void giant senses movement in any room or hall way in its prison (any action or movement taken during the last turn while not stealthing. any Stealth check done against The void giants Passive perception check.) This does not reveal the exact location of a creature, just the room or hallway to begin looking.
  • Heal. The void giant heals 6d12+36 hp. 
  • Summon void constructs. the void giant summons 2d6 Void constructs (stats undecided. probably a choice of living spells) 

 

Div_Divson

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