Huge Giant (Stone Giant), Neutral Good
Armor Class 18 (natural armor)
Hit Points 156 (12d12 + 72)
Speed 40 ft.
STR
24 (+7)
DEX
15 (+2)
CON
22 (+6)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws DEX +6, CON +10, WIS +5
Skills Athletics +9, Perception +4, Stealth +5
Damage Vulnerabilities Force
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning
Condition Immunities Paralyzed, Petrified
Senses Darkvision 60 ft., Passive Perception 14
Languages Celestial, Giant
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

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.

Actions

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.

Reactions

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.

Habitat: HillMountain

knowitness

Comments

Posts Quoted:
Reply
Clear All Quotes