Regeneration. The swamp giant regains 10 hit points at the start of its turn. If the giant takes fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 7) slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage.
Swamp Regeneration. As an action, Brothorbana can connect with the swamp to regenerate 8d4+8 health
Broþorbana's Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:
- The giant has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
- The giant has resistance to bludgeoning, piercing, and slashing damage.
As a reaction, Broþorbana can use his vines to attempt to catch a attack against him. When he does, the attack is reduced by 1d10+11. If the attack is reduced to 0 this way, Broþorbana seizes the projectile.
Raise the Dead. Brothorbana emits a terrifying howl. In response, 1d4+4 zombies arise from the swamp to protect the giant. Brothorbana cannot howl again until he regains this ability (Roll a d6, on a 5 or 6 the ability is recharged)
Shooting Vines. Twisting vines shoot out of Brothorbana's arms. Make a Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage.
Kick. Brothorbana kicks out his his thick legs, making a Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 7) bludgeoning damage. On a successful attack, the creature is knocked prone.
Lair and Lair Actions
Grappling Vines. Swampy vines shoot up from the ground in a 10 foot radius. Make a DC 16 Dexterity saving throw. On a failed save, creatures are considered grappled. Creatures can spend their actions to attempt to break the grapple with a DC 16 Strength saving throw.
Raising Waters. The water rises in a 15 foot diameter area. Make a DC 18 Athletics saving throw to avoid being swept away. On a fail, creatures take 2d6 bludgeoning damage and are pushed back 10 feet.
Dense Fog. The air in a 30 foot diameter becomes heavily obscured by a dense mist. Creatures in the mist cannot see more than 5 feet in front of themselves. A creature effectively suffers from the blinded condition until they move out of the range of the mist.
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