Mastery of Divinity. The giant has advantage on all attack rolls and savings throws.
Multiattack. The giant makes two lance attacks.
Lance. Melee Weapon Attack: +9 to hit, reach 3000 ft., one target. Hit: 95 (9d10 + 6) piercing damage and 12 force damage per turn.
Miasma Wave. Ranged Weapon Attack: +9 to hit, range 15 miles., five targets. Hit: 155 (15d10 + 6) psychic damage. If the targets are a creatures, they must succeed on a DC 35 Strength saving throw or be knocked prone and take 20 psychic damage per round.
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.
Description
These giants are a form of stone giants that traveled to the Astral Plane and have adapted to the energies it possesses. Their leaders are a group called the Council of All Knowing.
Lair and Lair Actions
An Astral Overlord’s Lair
Astral overlords lair in the astral plane, dwelling in caverns inside the bodies of dead gods. Caves with very much divine energies are the most highly prized astral overlord lairs.
With its hoard well protected deep within the lair, an astral overlord spends as much of its time outside the cavern as in it. For an astral overlord, the great expanses of the astral plane are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the overlord’s power, telling the grim story of its life, the enemies it has slain, and the worlds it has conquered.
Lair Actions
On initiative count 50 (losing initiative ties), the overlord takes a lair action to cause one of the following effects; the overlord can’t use the same effect five rounds in a row:
- Magical power erupts from a point on the ground the overlord can see within 1200 feet of it, creating a 200-foot-high, 50-foot-radius geyser. Each creature in the geyser’s area must make a DC 35 Dexterity saving throw, taking 28 (6d6) force damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 600-foot radius around the overlord. Each creature other than the overlord on the ground in that area must succeed on a DC 40 Dexterity saving throw or be knocked prone.
- Illusion magic forms a cloud in a 500-foot-radius sphere centered on a point the overlord can see within 1200 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 50 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 38 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated and charmed and is temporarily immortal.
Regional Effects
The region containing a legendary astral overlord lair is warped by the overlord’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 60 miles of the dragon’s lair.
- Water sources within 10 miles of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 15 miles of the overlord’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the overlord dies, these effects fade over the course of 10d20 eons.
Comments