Gargantuan Giant, Chaotic Good
Armor Class 21 (Enchanted Plate)
Hit Points 310 (20d20 + 100)
Speed 60 ft., swim 50 ft.
STR
30 (+10)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +16, CON +11, WIS +10, CHA +11
Skills Arcana +9, Athletics +16, History +9, Perception +10, Persuasion +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Thunder
Condition Immunities Exhaustion
Senses Truesight, Passive Perception 20
Languages Common, Giant
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Amphibious. Aarak can breathe air and water.

Innate Spellcasting. Aarak's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:

At will: levitate, light, detect magic, earth tremor

3/day each: control weather, fly

 King's Influence. All hill, stone, fire, ice, cloud, and storm giants must obey Aarak's orders unless otherwise is stated by the DM. 

 

Actions

Multiattack. The giant makes two attacks with his Stormsword.

Stormsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 14 (4d6) lightning damage.

Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Lightning Storm(Recharge 5–6). Aarak evokes a storm at a point he can see within 500 feet of him. Each creature within 30 feet of that point must make a DC 18 Dexterity saving throw, taking 90 (20d8) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

 Aarak 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. Aarak regains spent legendary actions at the start of its turn.

Stormsword. Aarak makes one attack with his Stormsword.

 Move. Aarak moves up to half his speed.

Lightning Bomb (Costs 2 Actions). Aarak choose a point within 50 feet. Every creature within 10 feet of that point must make a Dexterity saving throw (DC 19), taking 21 (7d6) lightning damage and fall prone on a failed save, or half as much damage and not falling prone on a succesful one.

Description

When Aarak is defeated the players can take his Stormsword  (I made a homebrew) and use it. They also find +3 Gargantuan-sized plate armor.

Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes. Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.

Distant Prophet-Kings. Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts.

Detached Oracles. Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don’t compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean’s depths for signs, symbols, and omens of Annam’s favor.

Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.

Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction.

Solitary Lives. Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.

Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants’ exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture’s laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat.

SpeedyTabaxi_CatsForLife

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