Huge Undead, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 175 (14d12 + 84)
Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws DEX +3, CON +10, WIS +4
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Common and Giant but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) 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.

Undead Fortitude. If damage reduces the stone giant zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Description

Stone giant zombies are most commonly created by necromancers or stone giant wights. They have lost the ability to blend in to their surroundings like they could in life, though they retain a procedural memory of how to catch missiles reflexively. However their lower dexterity impairs their skill in this.

Slow and lumbering, they only attack once per round and walk at a slower pace than their living cousins. 

Habitat: HillMountainUnderdark

casliber

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