Huge Giant, Chaotic Evil
Armor Class 16 Natural Armour
Hit Points 260 (25d12 + 100)
Speed 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Vulnerabilities Radiant
Damage Immunities Necrotic
Senses Passive Perception 19
Languages Common, Giant
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Chaotic Resistance - The Chaos Giant’s nature means it is resistant to different damage types than others of its kind. Roll (1d8) Resistance Damage type is seen on the table below. 

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

 

Airless Existence. The Giant does not need to breath.

Weak Point. The Giant’s weak spot is on the nape of it’s neck, marked by the skull shaped  discolouration on it’s upper back.

Actions

Multiattack. The giant makes two Chaos Punch attacks.

Chaos Punch. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 34 (7d6 + 9) bludgeoning damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Chaos Strike (Recharge 5–6). The giant hurls a magical chaos bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 54 (12d8) Chaos damage on a failed save, or half as much damage on a successful one. Roll 1d8 to determine the damage type.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

 

Spellcasting. The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic, levitate, darkness

1/day each: control weather (cast as 1 action), dimension door

Legendary Actions

This Creature has 3 Legendary Actions, which can be used to make any of it’s normal attacks after its turn has ended.

Chaos Burst: The giant expels the energy of Chaos from within it. Each creature within 30 feet of that point must make a DC 18 Dexterity saving throw, taking 45 (10d8) Chaos damage on a failed save, or half as much damage on a successful one.

therealconnorroberts

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