Huge Giant (Hill Giant), Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 218 (16d12 + 96)
Speed 45 ft.
STR
26 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
4 (-3)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +13, CON +11, WIS +5
Skills Athletics +13, Perception +5, Survival +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Darkvision 60 feet., Passive Perception 15
Languages Common, Giant
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance: 3/day

Magic Resistance: Chammpa gains advantage on saving throws against spells and other magical effects.

Flash of Stupidity: When magic attempts to beguile his mind, Chammpa flies into a brief, but unbridled rage at the effect, upset he did not understand. When he succeeds a saving throw against an effect that requires him to make a Wisdom or Intelligence save, as a reaction he may move up to half his speed and make a single melee attack at the creature who attempted the effect.

Unwashed: Chammpa exudes a horrific stench within a 15 ft. radius around him. Any creature that starts it's turn within this area or enters it for the first time on a turn, must succeed on a dc 14 Constitution save. On a failure it becomes poisoned until the end of the the turn and is unable to take reactions. In addition, Chammpa and his club are covered in filth, causing his melee attacks to deal an additional 2d8 poison damage(included in the damage)

Siege Monster: Chammpa Deals double damage to structures and inanimate objects.

Brutal: Chammpa crits on a roll of 19 or 20 on the d20. On a crit, it deals an additional die of damage of the associated type.

Actions

Multiattack: Chammpa makes 2 Club attacks, he can substitute one of these attacks for a Grapple or Throw attack.

Club: Melee Weapon Attack, 15ft. Range, +11 to hit, On hit, a creature takes 16(2d6 +8) Bludgeoning Damage plus 10(2d8) Poison Damage and creatures large size and smaller must make a DC 21 Strength saving throw. On a failure, a creature is knocked prone.

Grapple: Unarmed Attack, range 15 ft., +11 to hit. On hit Target must succeed on contesting Strength(Athletics) check against Chammpa's Strength(Athletics). On a failure the creature is grappled and restrained.

Throw: Chammpa takes a creature it has grappled and throws it with all his might to a space within 120 feet. The creature and any creatures occupying the chosen space must succeed on a DC 15 Dexterity Save. On a failure, they take 18(3d10) Bludgeoning damage and fall prone. On a success, they take 1/2 damage and do not fall prone.

Boulder: Ranged Weapon Attack, Range 300 Ft., +11 to hit, on hit deals 38(5d10 +8) bludgeoning damage.

Mouth of Grolantor(recharge 5-6): Chaampa punches himself in the stomach to induce violent vomiting and spew caustic stomach acid and gods know what else at unsuspecting enemies. All Creatures within a 15 ft. cone must make a DC 19 Dexterity saving throw. On a failure a creature takes 5d8 Acid Damage and 5d8 Poison Damage and becomes Poisoned. Poisoned may make a DC 15 Con save at the end of end of each of their turns, ending the effect on a success. On a success a creature takes 1/2 damage and is not poisoned.

Legendary Actions

Chaampa has 3 legendary actions. He regains all legendary actions at the start of each of his turns.

Smash(1 Action): Chaampa makes a single Club attack at a target within range.

Detect(1 Action): Chaampa makes a Wisdom(Perception) Check.

Puny Fly(2 Actions): Chaampa makes a single Boulder Attack at a target within Range.

Description

Among the rankings of the Ordning, when it comes to hill giants, the bigger, stronger, and dumber you are, the higher you rank. This hill giant, became so strong, fat, and intentionally stupid, he caught the gaze and pride of his Patron God and Ancestor, Grolantor. Grolantor was so proud at how good he was at bullying the other, stealing food from humans, and breaking things that he blessed him as his champion. Unfortunately the giant in question was a few chickens short of a flock, and thus misunderstood the blessing and now refers to himself as Chammpa, a butchering of the word "Champion"

Endless Appetite: Hill giants are known for their appetites and Chammpa is no exception. He is known to ransack villages and devour anything or anyone in sight, even wiping out entire hamlets in mere hours, cattle and all. The secret to his endless appetite is a simple but underappreciated strategy. As he says himself, "when there more food, but am too full, Chammpa punches stomach until food come back up, so have more room to eat rest of food." So if he is around, and you look like food, he will try to find a way to eat you.

Plague Bringer: Hill Giants are known for many things, but their hygiene isn't one of them. Chammpa especially missed the message bathing, being rumored to not even know what a bath is. As such major cities are often warned hours ahead of time of his arrival, as you can smell him from miles away. On the other end however, survivors of his raids often become vectors of plague and disease, as uncountable pathogens and unspeakable materials live on Chaampa's skin.

Esbenson1624

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