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),
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.
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.
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