Huge Giant, Any Alignment
Armor Class 16 Natural
Hit Points 210 (20d12 + 80)
Speed 40 ft.
STR
24 (+7)
DEX
10 (+0)
CON
18 (+4)
INT
18 (+4)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CON +8, WIS +4, CHA +6
Skills Arcana +8, History +8, Investigation +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Grappled
Senses Passive Perception 10
Languages Common, Giant Common, Draconic, Giant, Void Speech
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Deep Void Casting. (Recharge 4-6) As a bonus action, the void giant can infuse a spell with void magic. One creature that is hit by that spell or who fails a saving throw against that spell is stunned for 1 minute. The creature can make a DC 16 Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. 

Spellcasting. The void giant is an 11th level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The void giant has the following wizard spells prepared:

Cantrips (at will): chill touch, light, mending, shocking graspfrostbite
1st level (4 slots): comprehend languages, magic missile, shieldinvisibility
2nd level (3 slots): crown of madness, mirror image,
scorching ray
3rd level (3 slots): counterspell, lightning boltthunder step
4th level (3 slots): confusion, ice storm, phantasmal killer
5th level (2 slots): cone of cold, dominate person
6th level (1 slot): disintegratechain lightning

Actions

Multiattack. The void giant makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 24 (3d10 + 7) [bludgeoning] damage. 

Void Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 29 (4d10 + 7) [bludgeoning] damage, and the target must succeed on a DC 16 Wisdom saving throw or become stunned until the end of its next turn.

Dimensional Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 33 (4d12 + 7) [bludgeoning] damage and the target must make a DC 18 Dexterity saving throw or be teleported to a new unoccupied location as if affected by the dimension door. Destination chosen by the giant.

Reactions

Magic Absorption. If the void giant succeeds on a saving throw against an enemy spell, the void giant doesn't suffer the effects of that spell. If it uses Deep Void Casting on its next turn, the void giant can affect all creatures hit by its spell or who fail a saving throw against its spell instead of just one creature. Creatures that attempt Wisdom saving throws at the end of their turns to end the effect have advantage on their saving throws.

Summon Void Dragon. The void giant summons a void dragon wyrmling. The summoned dragon appears in an unoccupied space within 60 feet of its summoner and acts as an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or dismisses it as an action.

The void giant reduces its 4th level spellcasting slots to two slots and loses the ability to cast phantasmal killer.

Mythic Actions

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Description

Servants of the Void. The great void dragons maintain their primary lairs in the Void, the place of nothingness; however, some also keep lairs in the material world. These lairs are often empty of dragons, but still contain the great wealth that void dragons collect. Void giants, powerful servants of the void dragons, keep their masters’ treasures safe.

Seekers of Power. Void giants roam the world, looking for suitable lairs for their dragon masters. In the course of their duties, they get many opportunities to seek knowledge and practice the void magic to which the dragon masters give them access and training.

Physical Representations of the Void. Stolen as children from cloud giant clans, void giants are imbued with dark magic from a young age. They are covered with writhing
tattoos, arcane writings of the Void made manifest on their flesh, in dark rituals performed by their void dragon masters throughout their upbringing. These writings are the source of the giants’ great spellcasting ability.

Lair and Lair Actions

Lair Actions

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

  • The Void Giant unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • One creature within 60 feet that The Void Giant can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until The Void Giant takes this action again or dies.
  • The Void Giant lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

Regional Effects

The region containing The Void Giant lair is warped by the corpse swallower’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Freezing precipitation falls within 3 miles of the Void Giants lair, sometimes forming blizzard conditions when the Void Giant is at rest.
  • Icy walls block off areas in the void giant's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the void giant wishes to move through a wall, it can do so without slowing down. The portion of the wall the giant moves through is destroyed, however.

If the Void Giant dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.

Habitat: Mountain

FoxMonkey

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