Large Giant, Chaotic Neutral
Armor Class 2 (Natural Armor)
Hit Points 172 (15d12 + 70)
Speed 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +5, INT +3
Skills Athletics +8, Intimidation +5, Perception +4
Damage Resistances Acid, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision, Passive Perception 11
Languages The language it's master spoke, usually common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Armored Shell. If the Barbed Giants AC is 10 or more, it has resistance to all nonmagical piercing, bludgeoning and slashing damage from all attacks. If it's AC is 12 or more, It gains use of the Barbed Form ability. If it's AC is 14 or more, it gains use of the Enlarged Form ability. If it's AC is 16 or more, it's barbed form ability deals an extra 1d10 damage. If it's AC is 18 or more, it gains magical resistance. It's max AC is 20. It's AC resets to 2 after one hour.

Spikey Outrage. When the Barbed Giant is mortal, their spikes lash out at the world around them. Any creature in 10ft. of the Barbed Giant must succeed on a DC 17 Dexterity saving throw. If it fails, it takes 36 (6d12) piercing damage, is pushed 15 feet away from the Barbed Giant and is knocked prone. If it succeeds, it takes half the amount of damage and isn't knocked back or knocked prone.

Barbed Form. Any creature that starts it's turn within 5ft. of the Barbed Giant takes 5 (1d10) piercing damage.

Magical Resistance. The Barbed Giant has advantage on saving throws against spells and other magical effects, and if the Barbed Giant is subjected to an effect that allows it to make a dexterity saving throw to take only half damage, it instead takes no damage if it succeed on the saving throw, and only half damage if it fails.

Enlarged Form. The Barbed Giant is counted as creature size Huge. 

Actions

Multiattack. The Giant makes two fist attacks, one with it's left hand and one with it's right

Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage. (For every attack that hits per hand, the damage increases by 1d10 piercing damage each time, for a maximum of 6d10. Exp. It's the third attack with the right hand, so the damage would be 3d10 + 6 piercing damage. This resets after one hour.)

Rebar. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 26 (4d12 + 2) piercing damage. On a hit, the creature must make a DC 17 Dexterity saving throw. On a success, the creature takes regular damage. On a fail, the creature is knocked prone and it's speed becomes zero because the Rebar impaled it on the ground.

Crushed Boulder (Recharge 5-6). The giant crushes a boulder in it's hands and hurls a shower of splintered stone in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.

Reactions

Armor Up. When the Giant is hit by an attack, it can use it's reaction to roll 1d8+2. That amount is then added to it's AC.

Description

The Barbed Giant were first creations of alchemical experimentation. They were made for test dummies for mad scientists to test on without compromising their morals, as the creatures had intelligence comparable to a beast. One day, one such gnome scientist named Corlin Teplasiren did an experiment to test the lethality of malleable spikes they created. The experiment ended in leaving the giant weak, but with the metal running through it's blood. It learned to use that metal to break out, and now every time its in danger, every attack that hits it is reflected with metal, making it stronger, and every attack it lands covers its hands in the stuff, making it hit harder. 

Habitat: ForestHillMountainUnderdarkUrban

DwarvenCelestial

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