Huge Giant, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 140 (10d12 + 25)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, CON +8, WIS +4
Skills Athletics +12, Perception +4, Stealth +6
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 12
Languages Giant, Ignan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Innate Spellcasting. The Ash Giant is learnt is some forms of magic. Its DC saving throw is 16. It has the following spells prepared

3/day, Firebolt (as a casted by a level 5 spell caster), Heat Metal, Mage Armor,

1/day, Fireball, Firebolt (as casted by a level 15 spell caster), 

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Plus 1d12+3 Fire damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (5d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Description

Ash Giants are the offshoot of the stone giants. Found often in the Crossing Lands in surface tribes. They have ash like grey skin and are learnt in powerful fire spells.

Habitat: HillMountainUnderdark

ArathorWarpick

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