Command Giant. Other giants who are targets of the arcane giant's innate spellcasting make all saving throws against them at disadvantage.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: absorb elements, command, shield
3/day each: dominate monster, mass suggestion
1/day each: true seeing
Magic Resistance: The giant has advantage on saving throws against spells and other magical effects.
Multiattack. The giant makes two attacks with its maul.
Maul. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 37 (8d6 + 9) bludgeoning damage. Before making a melee attack with this weapon, the giant can choose to take a -5 penalty to the attack roll. If the attack hits, the damage does an additional 10 bludgeoning damage.
Spark Shower (Recharge 5–6). An arcane giant can breathe out a shower of sparks in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one. In addition, creatures in the area must also make a DC 20 Constitution saving throw or be blinded until the end of their next turn.
Description
Arcane giants are not a natural race, but were created by ancient, eldritch powers manipulating the essence of giants in an effort to use them as leaders of giant armies. Who created the first arcane giants is unknown, but the few remaining arcane giants in existence today serve no masters but themselves.
Arcane giants are often leading bands of other giants. Some take over existing giant settlements, while others gather up castoffs from various tribes and organize them into fierce raiding parties. Such warbands are a plague for all they come across.
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