Gargantuan Giant, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 237 (80d12 + 80)
Speed 50 ft., Climb 40 ft., Swim 20 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
8 (-1)
WIS
9 (-1)
CHA
19 (+4)
Saving Throws STR +12, CON +11
Damage Immunities Acid, Psychic
Condition Immunities Charmed, Deafened
Senses Passive Perception 12
Languages Common, Giant
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

killers heart:

whenever the crazed giant kills a living creature, the giant regains 1d8 + the amont of damage dealt to zero HP

Actions

Atomic smash. the giant punches the ground with explosive force, every creature in a 50 ft radius must make a DEX (dc 18) saving throw, on a failed save a creature takes 12d12 bludgening damage and is knocked prone, on a successful save you take half damage and are not knocked prone.

knock out:  +7 to hit, reach 10 ft., 1 target. Hit: 13 (3d10 + 6) bludgening damage and is knocked 5 feet away from the giant.

Roar of doom: the giant gives out a loud roar audible for 10000 ft away, every living creature within this radius must make a dc 18 WIS save or is frightened from the giant for 10 minutes and has a movement speed of zero, the creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Bonus Actions

as a bonus action the monster can make a *knock out* attack 1 time per 5 - 6 rounds

Description

the giant is a monster that is usually 500 ft tall at least and has skin that looks like stone and is never a nice thing, the giant is usually a mountain creature and is frowned upon; anyone who escapes the giant's grasp is said to be cursed with eternal ill luck, but anyone to defeat this mighty foe is said to have outstanding luck.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

always in lair, initiative count 20 (losing initiative ties), the crazed giant takes a lair action to cause one of the following effects; the crazed giant can’t use the same effect two rounds in a row:

  • may use a knock out as a reaction to being hit
  • may use an atomic smash as a bonus action assuming it did not use the same attack as its action.

Regional Effects

The region containing a crazed giant’s lair is martered, which creates one or more of the following effects:

  • the air is thick and foggy, a creature without *mountain born* racial trait or has to breathe must make a constitution saving throw every turn, falling uncontious on a fail and is not awoken until they leave the lair area or a creature takes an action to awake them.
  • earthquakes happen often and if it is going to hit a creature, the creature must make a STR or DEX saving throw (creatures choice), on a fail they take 6d8 bludgening damage and is knocked prone, on a success, no damage but you are still knocked prone.

If the crazed giant dies, these effects fade over the course of 1 day.

Monster Tags: monstrosity

Habitat: HillMountain

demon_lord91

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