Legendary Resistance (3/Day). If Aurgelmir fails a saving throw, it can choose to succeed instead.
Magic Resistance. Aurgelmir has an advantage on saving throws against spells and other magical effects.
King of Giants. Any time Aurgelmir makes a Strength or Constitution saving throw or check, he automatically succeeds.
Giant Footsteps. Aurgelmir is unaffected by difficult terrain and can double his movement speed without taking the dash action.
Multiattack. Aurgelmir can use his Frightful Presence. He then makes five attacks: two with his greatsword, one with a boulder, and two with his slam. It can use Quaking Stomp in place of one or both slams.
Greatsword. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 30 (6d6 + 9) magical slashing damage.
Boulder. Ranged Weapon Attack: +18 to hit, range 60/240 ft., one target. Hit: 38 (4d12 + 12) bludgeoning damage.
Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Quaking Stomp. Aurgelmir stomps, causing the effects of the earthquake spell.
Frightful Presence. Each creature of Aurgelmir's choice within 120 feet of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Aurhelmir is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Aurgelmir's Frightful Presence for the next 24 hours.
Tectonic Rockslide (Recharge 5–6). The giant psychically picks up all the earth within 30 feet of it and launches it towards a target within 600 feet of itself. Each creature within 30 feet of that point must make a DC 24 Dexterity saving throw, taking 114 (20d8) magical bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures who were located on the ground that Aurgelmir psychically picked up automatically fail the saving throw and are moved to the location Aurgelmir launched the earth. Additionally, all ground within 30 feet of Aurgelmir becomes difficult terrain.
Moving Mountain. Upon being attacked, Aurgelmir can either make a greatsword attack on the creature who attacked him or move half his movement speed without promoting opportunity attacks.
Aurgelmir 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. Aurgelmir regains spent legendary actions at the start of its turn.
Attack. Aurgelmir makes one greatsword attack or slam attack.
Move. Aurgelmir moves up to half his speed.
Meditate (Costs 2 Actions). Aurgelmir instantly recharges Tectonic Rockslide.
Lair and Lair Actions
Aurgelmir's lair is a massive mountain, larger than even him with a throne at the top covered in jewels and precious metals, his crown and sword sit at the top of the throne which he wears and wields respectively when challengers to his throne arrive.
Lair Actions
On initiative count 20 (losing initiative ties), Aurgelmir takes a lair action to cause one of the following effects; Aurgelmir can’t use the same effect two rounds in a row:
- All enemies on Aurgelmir's mountain must make a DC 18 CON saving throw, or fall down 1d10*10 feet of the mountain, taking the resulting fall damage.
- Massive boulders fall down all around Aurgelmir. All creatures (except Aurgelmir), within 60 ft. of Aurgelmir must make a DC 22 DEX saving throw, or take 45 (6d12) points of bludgeoning damage.
Regional Effects
The region containing Aurgelmir's mountain is imbued with his elemental magic and gigantic proportions, which creates one or more of the following effects:
- All storms within 2 miles of Aurgelmir's mountains are significantly more intense and common and natural disasters happen frequently.
- Lesser giants live in the surrounding land. Due to this, players may encounter giants of all kinds although these giants will not attack with provocation.
- Flora and fauna living here are both one size larger excluding Huge or larger creatures.
If Aurgelmir dies, all giants living there will flee over the course of 4d6 days and all storms will return to normal intensity and frequency.
Previous Versions
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7/19/2022 3:42:33 AM
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Coming Soon
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