Huge Monstrosity, Lawful Evil
Armor Class 13
Hit Points 108 (12d12 + 30)
Speed 5 ft., Swim 20 ft.
STR
22 (+6)
DEX
6 (-2)
CON
9 (-1)
INT
5 (-3)
WIS
10 (+0)
CHA
4 (-3)
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Water Breathing. The Aquatic Hill Giant can only breathe underwater and can go outside of water for 15 minutes Before going unconscious. If the Aquatic Hill Giant is unconscious it must beat a constitution check of DC 15 each turn until it gets back underwater. If the Aquatic Hill Giant fails three checks it dies.

 

Actions

Dash. The Aquatic Hill Giant moves 30 feet in a line. Anyone in the line must beat a dexterity check of DC 16, taking 16(2d10+5) bludgeoning damage, or half as much if you succeed. Anyone or anything in the line, and in water is pushed 30 F.T. in the direction of the dash, except for anything that is Large size or bigger. If a creature is not moved and is directly where the Aquatic Hill Giant would be then the creature is pushed 5 ft in the direction of the dash.

Headbutt. Melee Weapon Attack: +8 to hit, reach 5ft., 1 target. Hit: 21(3d10+5) Bludgeoning damage. If the target is Medium size or smaller and in water, then the target gets pushed 15 feet in the opposite direction of the Aquatic Hill Giant.

Description

The Aquatic Hill Giant is a man made abomination. It is a Hill Giant but the legs have combined into one meaty flipper and its arms are now meaty fins. Their faces are deformed, covering most of their eyes, and the teeth are in the back of their head. Aquatic Hill Giants are much slower and fatter. Aquatic Hill Giants seem to be in constant pain and are very dangerous when angry. It is unknown if these creatures are made by magical, technological, or other unknown means.

Habitat: Underwater

Aruun

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