Amphibious. Koragon the Clever can breathe air and water.
Legendary Resistance (3/Day). If Koragon the Clever fails a saving throw, it can choose to succeed instead.
Power Overwhelming (Recharges after a Short or Long Rest). If Koragon the Clever would be reduced to 0 hit points, his current hit point total instead resets to 340 hit points, and he unleashes a Thunderbolt at every creature within his line of sight. Additionally, Koragon the Clever can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 25,000 XP (50,000 XP total) for defeating Koragon the Clever after his Power Overwhelming activates.
Spellcasting. Koragon the Clever is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Koragon the Clever has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): crown of madness, detect thoughts, blur, mirror image
3rd level (3 slots): thunder step, counterspell, dispel magic, lightning bolt
4th level (3 slots): storm sphere, banishment
5th level (3 slots): conjure elemental, dominate person
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): reverse gravity, plane shift
8th level (1 slot): illusory dragon, power word stun
9th level (1 slot): time stop, shapechange
Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage.
Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.
Koragon the Clever 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. The giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
Cast a spell. (3 Actions). Koragon the Clever casts a spell.
Armor of Storms (Costs 2 Actions). Lightning temporarily surrounds Koragon the Clever, and it gains 40 temporary hit points until the start of its next turn. Until all these temporary hit points are gone, any creature that touches the giant or hits him with a melee attack takes 26 (4d12) lightning damage.
Description
Lair and Lair Actions
Koragon the Clever can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row:
- Koragon the Clever rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Koragon the Clever creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
- Koragon the Clever creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects:
- High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
- Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.
- Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days.
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