Huge Giant, Neutral Evil
Armor Class 18 (plate)
Hit Points 220 (14d12 + 60)
Speed 40 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws CON +9, WIS +4, CHA +5
Skills Athletics +9, Perception +3
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Cold, Fire
Condition Immunities Frightened
Senses Darkvision 120ft, Passive Perception 13
Languages Abyssal
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.

Spellcasting. The giant is a spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). The giant has the following warlock spells:

Cantrips (at will): Blade ward, Eldritch blast

1st level (3 slots): Armour of agathys, Witch bolt, Hellish rebuke

2nd level (2 slots): Hold person, Misty step

 

Actions

Multiattack. The giant makes two flail attacks.

Flail. Melee Weapon Attack: +9 to hit, reach 13 ft., one target, 3d12+6 bludgeoning damage.

Bow. Ranged Weapon Attack: +9 to hit, range 60/450 ft, one target. 3d10+6 piercing damage.

Frightful Presence. Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Frightful Presence for the next 24 hours.

Reactions

Shield block. +2 AC for 1 turn.

Legendary Actions

The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.

Detect. The giant makes a Wisdom (Perception) check.

Dark Magic. Cast a cantrip.

Dark Shell (Costs 2 Actions). The giant gains +3 AC and gains resistance to radiant damage for 1d4 turns and has a darkness spell cast, centered on it for the effects duration.

Dark Recovery (Costs 3 Actions). The giant uses the darkness within to repair its armour, regains 1d12+15 hit points.

Description

Armoured giants are powerful and terrifying creatures clad in massive sets of black and silver inlaid full plate armour with embossing of unknown dark creatures. They wield a massive wrist mounted shield and flail.

Glowing purple eyes are seen through the visor, and it bleeds yellow ichor. They have never been witnessed without their armour before, as they are believed to be abyssal warped giants.

Monster Tags: Armorhumanoid

Habitat: ArcticMountain

Nioureux

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