Amphibious. Annam can breathe air and water.
Annam's Weakness. If Annam is hit by an attack that originated from at least 10 ft. above him, he is stunned until the start of his next turn.
Magic Weapons. Annam's weapon attacks are magical.
Legendary Resistance. (3/day) When Annam fails a saving throw he can choose to succeed instead.
Limited Magic Immunity. Annam cannot be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on Saving Throws against all other Spells and magical effects.
Celestial Regeneration. Annam regains 40 hit points at the start of his turn, and gains 45 temporary hit points until the end of his turn.
Jotun's Might. Annam can take two actions on his turn.
Sweeping Attacks. When Annam makes a melee attack against a creature, he may make attacks against every other creature within 5 feet of the target.
Staff of Power. While Annam wields his staff of power, he as a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If Annam expends the last charge, roll a d20. On a 15 or higher, the staff regains 1d8 + 2 charges.
While holding this staff, Annam can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using his spell save DC and spell attack bonus: cone of cold(5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate(2 charges), lightning bolt(5th-level version, 5 charges), magic missile (1 charge), or ray of enfeeblement (1 charge)
While the staff is wielded by Annam he can cast wish (3/day).
Innate Spellcasting. Annam's innate spellcasting ability is Charisma (spell save DC 23, + 14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: bigby's hand, control weather, banishment, control water, control winds
3/day each: earthquake, telekinesis, wall of force
Mortal Vessel. Annam can appear in his form but as a huge or medium humanoid. While in the form of a medium humanoid all his melee attacks have a 5 ft. reach instead, and he can't use his rock ranged weapon or benefit from his rock catching ability.
Multiattack. Annam makes four staff of power attacks. Or he makes three attacks with his greataxe and uses his thunderous stomp.
Greataxe. Melee Weapon Attack: +22 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) slashing damage plus 20 (4d8) lightning damage.
Staff of Power. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 34 (4d8+10) bludgeoning damage. Annam can expend 1 charge of the staff to deal an extra 3 (1d6) force damage.
Rock. Ranged Weapon Attack: +16 to hit, range 100/360 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5–6). Annam hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 20 feet of that point must make a DC 19 Dexterity saving throw, taking 67 (15d8) lightning damage on a failed save, or half as much damage on a successful one.
Thunderous Stomp (Recharge 6). Annam stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Annam must succeed on a DC 19 Constitution saving throw or take 44 (8d10) thunder damage and be deafened until the start of the giant’s next turn. On a successful save, a creature takes half as much damage and isn’t deafened. If a creature fails this save by 5 or more is it also knocked prone. The thunderclap can be heard out to a range of 1,200 feet.
Rock Catching. If a rock or similar object is hurled at Annam, he can, with a successful DC 12 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Annam can take 5 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. Annam regains spent legendary actions at the start of his turn.
Attack. Annam makes one melee attack.
Arcane Retribution. (Costs 2 actions) Annam casts one of his at will spells.
Storm's Fury. (Costs 4 actions) A whirlwind of the elements begins to swirl around Annam. Any creature within 30 ft. of Annam must succeed on a DC 18 Dexterity saving throw or take 12 (2d10) cold damage, 12 (2d10) fire damage, 12 (2d10) lightning damage, and 12 (2d10) bludgeoning damage. Any creature that fails the save by 5 or more is also pushed 20 ft. and knocked prone.
Description
Annam's avatar appeared as a giant of massive size standing at least 100 feet tall. He had white hair and a large full beard, and was clad in robes of midnight blue.
Previous Versions
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10/13/2020 3:36:25 AM
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Coming Soon
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