Large Giant (Storm Giant), Chaotic Evil
Armor Class 19 Natural armor
Hit Points 114 (12d8)
Speed 40 ft., Swim 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
1 (-5)
WIS
16 (+3)
CHA
26 (+8)
Saving Throws DEX +6, CON +8, CHA +11
Skills Athletics +7, Perception +6
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning
Senses Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. Barnibus can breathe air and water.

Evasion: If Barnibus is subjected to an Effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Quadri-Dexterous. Barnibus has 4 arms, allowing him to attack with each of them. When attacking with more than 2 attacks in this way, the attacks to-hit do not have his proficiency bonus added. He can also grapple a creature while leaving 2 of his arms free.

Actions

Multiattack. Barnibus summons up to 4 spectral weapons, one for each free arm, and attacks with them, choosing from the list below. If Barnibus makes 2 or less attacks, the to hit for those attacks also includes his proficiency bonus.

Spectral Greatsword. Ranged Spell Attack: +8 to hit (+12), range 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Spectral Greataxe. Ranged Spell Attack: +8 to hit (+12), range 60 ft., one target. Hit: 14 (1d12 + 8) slashing damage.

Spectral Cannon. Ranged Spell Attack: +8 to hit (+12), range 240 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage.

Spectral Net. Ranged Spell Attack: +8 to hit (+12), range 60 ft., one target. Hit: A creature hit by a net is Restrained until it is freed. A net has no Effect on creatures that are formless. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 15) also frees the creature without harming it, Ending the Effect and destroying the net.

Swerve. Barnibus takes the wheel, swerving the train left or right. Each creature in the sea train must make a DC 15 Dexterity saving throw or be thrown to the opposite side of the train, taking 1d6 damage per 5 feet travelled.

Plunge. Barnibus takes the wheel, plunging the train underwater for 1d4 turns. While underwater, all creatures on the sea train cannot talk or cast spells that use verbal components, ranged weapon attacks are made at disadvantage, fire damage is halved, and the train counts as difficult terrain for those without a swim speed.

Bonus Actions

Cunning Action. Barnibus can take a Bonus Action on each of his turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Legendary Actions

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

Spectral Anchor (Costs 1 Action). Barnibus manifests a Spectral anchor on one creature within 30 feet. At the beginning of their turn, the creature must make a DC 15 Strength saving throw or have their movement set to 0 for their turn. All spectral anchors disappear at the start of Barnibus's turn.

Spectral Sharks (Costs 1 Action) While the Sea-Train is underwater, Barnibus summons 1d4 Spectral Sharks. Each Shark makes a single attack against a creature on the train, with a +5 to hit and dealing 1d6+4 piercing damage on a hit.

Description

Barnibus the Sea-Train Pirate is a burly, 4-armed half storm giant. He stands at a towering 13 feet tall, and wears a classic pirate outfit, complete with hat.

Barnibus has long scoured the seas, looking for victims to plunder loot from with his speedy Sea-Train. He's wanted in every costal jurisdiction, but no ships have been able to keep up with the Sea-Train, much less track it when it plunges deep into the watery depths. 

Lair and Lair Actions

The Sea Train is a vessel that Barnibus has used for centuries, and through his pirating days he has become very adept at using it to his advantage in battle.

Lair Actions

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

  • Barnibus moves up to half his movement to the wheel and takes the Swerve action.
  • Barnibus moves up to half his movement to the wheel and takes the Plunge action.

 

fabianvonk

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