Huge Giant, Neutral
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
10 (+0)
WIS
15 (+2)
CHA
4 (-3)
Saving Throws STR +12, CON +10, WIS +6
Skills Insight +7, Perception +7
Senses Passive Perception 17
Languages Common, Giant
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

 

 

Actions

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 AttackMelee Weapon Attack. +12 to hit, reach 5ft., one target. Hit: 15 (2d8+2)

Reactions

Swat. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit: 6(1d8+2)

Legendary Actions

Reckless SwipeThe 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.

Habitat: Mountain

jessie98

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