Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky or wooded terrain.
Easy Weapon Handling. Because of the giant's increased strength and size, it can easily wield a two-handed weapon in one hand.
Spellcasting. The giant is a 5th-level spellcaster that uses Dexterity as its spellcasting ability (spell save DC 16; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list:
Cantrips (at will): stone shot, mold earth, true strike
1st Level (5 slots): absorb elements, earth tremor
2nd Level (4 slots): barkskin, crown of madness
3rd Level (3 slots): erupting earth wall of sand
4th Level (2 slots): stoneskin stone shape
5th Level (2 slots): transmute rock
Fragile Armor. The giant's armor has become fragile over the years. Any physical attack directed at the giant also hits the armor. The armor has an armor class of 14 with 75 hit points. Any player above 14 Passive Perception or rolls a DC 18 Perception Check will notice the armor can be broken.
Armor Shattered. Once the giant's armor breaks, the giant rolls 1d6+10 for its new armor class.
Unhindered Attacks. After Armor Shattered activates, the giant gains 2d8 on damage rolls for its weapon attacks of the weapon's damage type.
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage. This can be done twice in one action, as long as the giant still has both weapons.
Ancient Radiance - Smite. The giant's sword glows with a bright white radiant light. On the giant's next turn, it gets advantage on its first melee attack roll. If it lands, it adds radiant damage equal to: 4d10+5 Cooldown of 2 rounds.
Lightweight. As a bonus action, the giant can move an additional 15ft.
Radiant Bolt. As a bonus action, the giant fires a bolt of radiant light towards a creature within 15ft. They must succeed a DC 12 Dexterity saving throw, or take 2d4 Radiant damage and be blinded for 1 round. Cooldown 2 rounds.
Earth Centered. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Intelligence saving throw, catch the missile and take no bludgeoning damage from it.
Extinguish Flame. If the giant recieves fire or lightning based damage, the giant can dispell a fire or lightning based spell withing 30 ft. of itself, with a successful DC 12 Intelligence saving throw.
Earthen Shell. If the giant is not wearing any armor and an attack roll against it is equal to or one above its armor class, the giants armor class is increased by 2 until the end of the turn. Cooldown of 3 rounds.
Counter-Action. Instead of a normal counterattack, the giant may do 1 action instead and 1 bonus action instead.
Heavy Hand. The giant lays a hand on the should of someone within 5 ft of it. They must roll either a DC 15 Dexterity saving throw or a DC 15 Wisdom saving throw or take 2d8 radiant damage and loses 15ft Movement speed for 2 rounds, at a maximum of 6 rounds.
Spellcaster's Bane. As a reaction to being hit with a ranged spell, the giant may move up to 30ft toward the spellcaster. If the giant is within 5ft of the spellcaster, the giant may use an attack action. Has 4 Charges. 1 Charge recharges every 4 rounds.
Ancient Blessings. For the next 3 rounds, the Giant gains +4 on all saving throws and attack rolls. Cooldown 5 rounds.
Holy Vengeance. As a Reaction, the next melee weapon that hits the giant only deals 1d4 damage for its next 3 damage rolls.
Description
Very similar to a human in appearance, but with stony skin and a faint green radiance emanating from it. Its plate armor is a bright silver color with gold trim. The armor, however, has been aging and degrading for centuries and is appearing to become fragile.
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