Huge Giant, Chaotic Good
Armor Class 18 (full plate)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses Passive Perception 19
Languages Common, Draconic, Giant
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The giant can breathe air and water.

 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: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Spellcasting. The giant is a 14th-level spellcaster that uses Wisdom as his spellcasting ability (spell save DC 17, +9 to hit with spell attacks). The Giant has the following spells prepared from the cleric spell list:

Cantrips (at will): guidance, toll the dead, mending, light, Spare the Dying

1st level (4 slots): cure wounds, guiding bolt, thunderwave, create or destroy water

2nd level (3 slots): gust of wind, lesser restoration, shatter

3rd level (3 slots): call lightning, dispel magic, sending

4th level (3 slots): ice storm, control water, Divination

5th level (2 slots): destructive wave, greater restoration

6th level (1 slot): Forbiddance

7th level (1 slot):Plane Shift

Actions

Multiattack. Zaevr attacks twice with his greatsword and makes a tempest shot as a bonus action or can cast a spell and throw a bolt of lightning.

Storm Cleaver (Greatsword +2). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. plus an extra 13 (3d8) thunder damage.

Lightning Strike (Recharge 4–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Tempest Shot. Ranged Weapon Attack: +14 to hit, range (60/320) ft., one target. Hit: (4d8+9) thunder damage.

Legendary Actions

Zaevr The Last Watcher 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. The dragon regains spent legendary actions at the start of its turn.

Storms Gaze. Zaevr makes a Wisdom (Perception) check.

Storm Cleaver. Zaevr makes a Storm Cleaver attack.

Zap Back (Costs 2 Actions). When Zaevr sees a creature within 60ft. he can grant the creature (2d8+4) temporary hitpoints and returns to 1 hp at the start of the creature's turn, when he does so the creature is granted lightning resistance until the start of Zaevr's next turn.

Tempestuous Flurry (Costs 2 Actions). Zaevr transforms into a whirling mass of storms with thunder and lightning, he can move without provoking opportunity attacks. and any creature he moves through must make a Strength saving throw DC 17 on a failed to save a creature takes 5d10 thunder and lightning damage and is knocked prone. on success, a creature takes half damage and isn't knocked prone

Description

Zaevr was one of the youngest storm giants of his time when Thelina asked his people to guard the realms from the dangers of the out planes held within their ancient sky castles and fortifications. When many went to answer her call, Zaevr was too young and was left with a small contingent of Storm giants that have since passed. to both guard the realm above Evarolland, but also a magic throne of storm power and thunderous might. in recent decades he has felt his own strength waning and has been searching through the storms to find someone to inherit the position. in his youth however some of his fighting capability was hindered when he lost an arm, but with continuous prayer, to Thellina she restored it and give him a blessing an arm of storms.  

Lair and Lair Actions

Lair Actions

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

  • A number of Runes around the room begin to light up and expel's lightning and thunderous energy a creature must make a Strength saving throw DC 15 or be pushed 20ft. in a direction of Zaevr's choice and take full (4d6) lightning and thunder damage, on a success a creature isn't pushed and takes half damage.
  • A cloud of storm energy swirls about in a 20-foot-radius sphere centered on a point that Zaevr can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the Zaevr can see. They must be within 120 feet of the Zaevr and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

Regional Effects

The region containing Zaevr's lair is warped by the giant’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Lightning elementals scour the land within 6 miles of the lair. A [Tooltip Not Found], but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Lightning strikes happen quite frequently near Zaevr's lair. An incoming lightning strike can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step near where the lightning will strike must succeed on a DC 15 Dexterity saving throw or take 22 (3d12) lightning damage or half and much on a success.

If Zaevr dies, the lightning elementals disappear immediately, and the thunderstorms abate within 1d10 days.

Monster Tags: NPC

LionSoul378

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