Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Rage.
Unarmored Defence.
Reckless Attack.
Danger Sense.
Spirit Seeker.
Totem Spirit. (Bear)
Extra Attack.
Fast Movement.
Aspect of the Beast (Bear)
Feral Instinct.
Brutal Critical.
Multiattack. The giant makes three greataxe attacks.
Vicious Greataxe. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (3d12+8) slashing damage. On a 20 the target takes an extra 7 (2d6) more damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Almighty Stomp. Each creature in a 30ft cone must make a DC 17 Dexterity saving throw or be knocked prone and take 11 (2d10) piercing. the area becomes difficult terrain.
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.
Callathog 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. Callathog regains spent legendary actions at the start of His turn.
Detect. Callathog makes a Wisdom (perception) check
Hurl. Callathog makes a Rock attack.
Raging Stomp (2 charges). Callathog takes the Almighty Stomp action.
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