Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Slam (4-6 recharge) The giant slams his club on the ground creating a shock wave in a 30 foot radius, all creatures within 30 feet of the giant must make a DC 14 constitution saving throw of take 5(1d6+2) force damage
GreatClub Melee Weapon Attack: +3 to hit, range 15 ft., 1 target. Hit: 14 (2d10+2) bludgeoning damage.
Rock Ranged Weapon Attack: +2 to hit, range 40 ft., 1 target. Hit: 10 (1d20 + 4) bludgeoning damage.
Can use this attack once per round, only at the end of a enemy's turn, and only if that enemy attempted a melee attack on the giant as its last action on its turn.
Kick Melee Attack: +4 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 3) bludgeoning damage.
Description
Only very powerful necromancers can pull this of. A fallen stone giant, brought back from the dead. Its original grey complexion of its skin has given way to a rotten, moldy green. Not very intelligent, but knows how to use a club. Will follow out any commands from its master. Very strong and very durable, but because it is dead if it gets hurt the wound will not heal much naturally
Previous Versions
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1/7/2022 11:11:54 PM
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2
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0
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1
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Coming Soon
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