Adaptive Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in any terrain that it has been in for 1 hour.
Magic Resistance. The giant has advantage on saving throws to resist spell effects.
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Absorb Light (Recharge 5-6). The giant becomes invisible as if it had cast greater invisibility until the end of its next turn.
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
When stone giants inhabit an area dense with natural crystal formations, special children imbued with a crystalline nature are born. These giants are seen as gifts from the dragon god Bahamut, sent to protect the tribe from evil dragons seeking to rob the giants of their crystal riches. They are treated as royalty, but are raised to hone their special attributes to defend their brethren.
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Posted Sep 6, 2020Messed up the absorb light text. Greater invisibility should end when the giant ends its turn.