Adamantine Armour. Duke Zalto is wearing adamantine plate armour and takes regular damage from critical hits.
Firey Aura. Creatures that end their turn within 5 ft of Duke Zalto take 4 (1d6) fire damage.
Magical Weapons. Duke Zalto's weapons are considered magical for overcoming magical resistances.
Gift of Malborgio. Duke Zalto heals for half of all fire damage dealt to him.
Multiattack. The Duke Zalto makes two greatmaul attacks.
Greatmaul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage and 7 (2d6) fire damage.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Adamantine Chains. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 20 (2d10+2). Any creature hit with the chains is grappled and restrained (Escape DC 20).
Sweep (2 Actions). Duke Zalto sweeps his maul in a 180 degree arc in front of him. Characters in this arc must make a DC 19 DEX saving throw or take 30 (6d6 + 9) bludgeoning damage and 7 (2d6) fire damage.
Furious Stomp. Each creature within 20 ft. of Duke Zalto must make a DC 19 STR saving throw or take 10 (3d6) thunder damage and be knocked prone.
Leap. Duke Zalto leaps up to 40 ft. away to a new unoccupied space without provoking attacks of opportunity.
Description
With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.
Lair and Lair Actions
Eruption. If Maegra is still in the furnace, the room fills with intense heat dealing 6d10 fire damage to anyone in the room.
Summon Child of Malborgio. Zalto summons a Spawn of Malborgio in an unoccupied space in the room.
Thundershout. Zalto lets out a shout of almost physical force. All creatures of Zalto's choice within earshot of the shout must make a DC 15 WIS saving throw or become frightened.
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