Omni-Directional Combatant: The Hecatoncheires has many arms and heads, and may take up to 4 multiattack actions per turn. Only 1 multiattack action may be made in any one direction per turn (north, east, south, or west). The Hecatoncheires loses its extra multiattacks as it takes damage (every 25% of hp lost loses 1 multiattack): 4 multiattacks at 182hp - 138hp; 3 multiattacks at 137hp - 93hp; 2 multiattacks at 92hp - 48hp; and 1 multiattack after 47hp.
Skilled Grappler: The Hechatoncheires makes all grapple checks with advantage and may move its full movement to carry the target of its grapple.
Many Heads: The Hechatoncheires has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious.
Wakeful: When one of the Hechatoncheires' heads is asleep, the others are awake.
Multiattack: The Hechatoncheires makes 1 attack with its greatsword, 1 attack with its pike, and 1 attack with its maul. Alternatively, the Hechatoncheires makes 3 javelin attacks.
Many-handed Grapple: The Hechatoncheires may attempt to grapple up to 4 creatures at a time that are the same or smallar size class as it (it may only grapple 1 creature at a time that is a larger size than it).
Greatsword: Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 19 (2d10 + 9) [slashing] damage.
Pike: Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 15 (1d12 + 9) [piercing] damage.
Maul: Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 19 (2d10 + 9) [bludgeoning] damage.
Javelin: Ranged Weapon Attack: +13 to hit, range 90/360 ft., 1 target. Hit: 13 (1d8 + 9) [piercing] damage.
No Escape: If a creature attempts to run past the Hechatoncheires, it may make a grapple check as its attack of opportunity instead of a normal attack.
Description
Hechatoncheires are ancient creatures of myth and legend, each living untold numbers of years, yet the truly ancient among their race are akin to untamed forces of nature. The Ancient Hechatoncheires were among the first of their kind to make pacts with the gods, in exchange for their services as mighty warriors and wardens, the Hechatoncheires were often given weapons, influence, freedom, and hidden refuges to live within. These ancient beings, in particular, still remember their old oaths despite the many years degrading and deteriorating their minds.
Ancient Hechatoncheires live apart from other giant kind, losing themselves to their oaths so completely they are driven to the brink of madness. Whatever oath or pact the Hechatoncheires forged, it is driven to uphold it until its death in legendary combat. These ancient forces of nature are often as chaotic as they are incredibly powerful, and have a hard time distinguishing their friends from foes. Despite their old age, their bodies are ever in peak condition as they live to fight until their inevitable death.
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