Huge Giant (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 162 (13d12 + 78)
Speed 40 ft., while it can move somewhat quickly it cannot leave the river Styx.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +9, WIS +5
Skills Intimidation +7, Perception +6
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Giant any
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Aura of Erebos. Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6) necrotic damage and can’t regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant’s Aura of Erebos for 24 hours.

Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The giant makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 4 (1d6) necrotic damage.

Void Smoke (Recharge 5–6). The giant exhales a dark shadow that creates a blast of deadly smoke in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Constitution saving throw. On a failed save, the creature takes 18 (4d8) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.

Description

long ago when the barriers between realm were weaker various creatures could be found any ware in the many plains of reality. and on the day the void began bleeding through into hell forming the river Styx a giant fell in. over the years its body was destroyed and reformed many times until it was part of the void itself and essentially became the first demon. due to this fact it is unable to leave the river entirely.  it seems to be able to act on its own but is also the main point of communication between the void and the rest of reality. when it rises from the black river it appears as a silhouette as all light that touches it is absorbed. 

Lair and Lair Actions

as the giant is standing out of the river the rest of the void is trying to break through. every round on initiative count 20 everything shakes violently as if it is causing a earthquake. all creatures in the area must make a DEX saving through DC 15. on a fail they fall prone. at the same time 1D6 demons of CR 0.5 or lower of the DM's choice spawn from the river. 

Monster Tags: Demon

Klojomo

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