Amphibious. The coral giant can breathe air and water.
Aquatic Fury: The coral giant has advantage on deception and intimidation when underwater.
Multiattack. The giant makes two maul attacks with its Clammer.
Clammer. Melee Weapon Attack: +17
Throw Sandstone. Ranged Weapon Attack: +17
Spellcasting. The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 14):
At will: Thunderwave, Create or Destroy Water
1/day each: Control Water, Investiture of Stone
Coral Shield. As a reaction, and until the start of its next turn, the Coral Giant gains +7 bonus to AC, including against the triggering attack, and gains immunity to thunder damage. Maintaining this defensive posture reduces movement to 0 until the start of its next turn.
Description
Ghost Story. The Coral Giant, or "Big C" to most scallywags, is a wandering primordial terror and tradition held mostly to put fear of the Gods into younglings. Ghost stories do, however, come with some kernel of truth.
Unkempt Zealot. The Coral giant is known for having an armored hull comprising both scaly skin and assorted shells from giant crustaceans. Its long, wispy beard drags across the ocean floor, carrying whatever debris it catches like a giant net. It also keeps holy symbols to primordial gods shaped from various sea creatures.
Lair and Lair Actions
Tidal Scourge [rollable](Recharge 5–6); The coral giant summons (1d6) giant crabs from the primordial depths. Summoned creatures are immune to charm, and will fight for the coral giant until killed, even if their summoner has died.
Pyroclastic Vents [rollable](Recharge 6); The coral giant opens fissures in the water surface, all creatures within 100 ft must make a DC17 Dexterity save. Creatures take 4d10 force damage and 4d10 fire damage on a failed save, or half as much on a successful one.
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