Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
Spellcasting. The giant is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The giant has the following wizard spells prepared:
Cantrips (at will): mage hand, mending, message, prestidigitation, ray of frost
1st level (4 slots): magic missile, identify, shield, unseen servant
2nd level (3 slots): arcane lock, gust of wind, invisibility
3rd level (3 slots): counterspell, hypnotic pattern, lightning bolt
4th level (3 slots): banishment, ice storm, stoneskin
5th level (3 slots): bigby's hand, cone of cold, wall of force
6th level (2 slot): chain lightning, globe of invulnerability
7th level (2 slot): forcecage, teleport
8th level (1 slot): mind blank*
9th level (1 slot): blade of disaster
*The giant casts this spell on itself before combat.
Multiattack. The giant makes two lightning spear attacks.
Lightning Spear. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 7 (2d6) lightning damage.
The giant 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 giant regains spent legendary actions at the start of her turn.
Lightning Spear. The giant makes one attack with its lightning spear.
Coordinated Assault (Costs 2 Actions). The giant makes a lightning spear attack, and then its mount can use its reaction to make a melee weapon attack.
Cast a Spell (Costs 1–3 Actions). The giant expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Lair and Lair Actions
Lair Actions
A cloud giant arcanomancer can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the giant can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the giant uses this lair action again or until the giant dies.
- The giant creates a 60-foot-long, 10-foot-wide line of strong wind originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 19 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
- The giant creates an opaque wall of swirling wind on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. The wall disappears when the giant uses this lair action again or when the giant dies.
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