Sunlight Petrification. If the AFLM starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and abilitiy checks. If it reduces to 0hp in sunlight, it is petrified.
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks).
Cantrips: Acid Splash, Mage Hand, Mending, Shocking Grasp
1st Level: Burning Hands, Expeditious Retreat, Darkness
Multiattack. The giant makes two attacks: one with its club, and one with its tusks.
Club. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Tusk Attack. Melee Weapon Attack. +12 to hit, reach 5ft., one target. Hit: 15 (2d8+2)
Swat. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit: 6(1d8+2)
Reckless Swipe. The AFML swings its club around. Everyone within 20ft. must make a DC 17 Dex Save Throw. On a failed save, the creature is hit by the club (Hit: 21 (3d8 + 8) bludgeoning damage) and is knocked prone.
Lair and Lair Actions
The AFLM lives in the caves of the Clambour Mines. Whilst in its lair, it has advantage on all its attack rolls and saving throws.
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