Huge Humanoid, Lawful Neutral
Armor Class 12 Natural
Hit Points 157 (15d12 + 60)
Speed 30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
19 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws CON +7
Skills Religion +3
Senses Darkvision 60 ft., Passive Perception 12
Languages Celestial, Common Understands but does not speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Equipment. A Church Giant is equipped with a Greataxe, a Ball and Chain, A or a Flaming Fists.

Silver Weapons. A Church Giants Greataxe, or Ball and Chain are Silver weapons.

Siege Monsters. A Church Giants Ball and Chain deals double damage to structures.

 

Actions

Rampage. (Recharge 6) A Church Giant can only rampage when it has lost hit points. The Church Giant flies into a wild rampage. Each creature within a 10ft radius of the Church Giants must make a DC 16 dexterity saving throw, taking 19 ( 3d8+6) bludgeoning damage on a failed save and half as much on a successful one. After rampaging the Church Giant becomes exhausted and atacks against it have advantage until the end of its next turn.

 

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Multiattack. The Church Giant  makes 2 attacks with its flaming fists.

Flaming Fists. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (3d4) fire damage plus 6 bludgeoning damage. 

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Ball and Chain. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and a creature must succeed on a DC 16 strength saving throw or is knocked prone.

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Greataxe Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

AdreusFarrington

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