Large Giant, Typically Neutral
Armor Class 16 (scale mail)
Hit Points 210 (20d10 + 100)
Speed 55 ft., burrow 10 ft.
STR
25 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +11, CON +9, WIS +7
Skills Athletics +11, Perception +7, Sleight of Hand +7, Stealth +7
Damage Resistances Cold, Lightning
Damage Immunities Thunder
Condition Immunities Deafened
Senses Darkvision 120, Passive Perception 17
Languages Common, Giant, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spellcasting. The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):

At will: meld into stone, move earth, spider climb

Actions

Multiattack. The giant makes two Warhammer attacks.

Warhammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) or or 18 (2d10 + 7) bludgeoning damage.

Warhammer (Unfurled Might). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 7) bludgeoning damage.

Rock (Unfurled Might). Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.

Tunnel Scream (1/Day). The maur screams within a stone enclosure, from tunnel to building. Each creature within a 60 ft. cone in front of the Maur must make a DC 17 Constitution saving throw, taking 35 (10d6) thunder damage, becoming deafened for 1 minute and stunned until the end of the maurs next turn on a failed save, or half as much damage, ignoring the stunned and deafened effects, on successful one.

Unfurled Might (1/Day). Can only be used when in a space that's at least 20 ft. high and 15 ft. wide. When this action is used the Maur becomes resistant to all damage for 1 round and for the following 1 minute gains the following benefits:

  • It's size changes to Huge, it's melee reach increases by 5 ft.
  • It gains 20 temporary hit points and immunity to Lightning damage
  • Any checks, saves and attack rolls relying on strength receive a +2
  • Wisdom, Intelligence and Charisma saving throws are made with advantage
  • It can cast call lightning and chain lightning once each, using Charisma as the spellcasting ability (spell save DC 17)

Habitat: Underdark

Arcojin

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