Huge Giant, Chaotic Good
AC 16    Initiative +7 (17)
HP 230 (20d12 + 100)
Speed 50 ft., fly 25 ft. (hover), swim 50 ft.
Mod Save
STR 29 +9 +14
DEX 14 +2 +2
CON 20 +5 +10
Mod Save
INT 16 +3 +3
WIS 20 +5 +10
CHA 18 +4 +9
Skills Arcana +8, Athletics +14, History +8, Perception +10
Resistances Cold
Immunities Lightning, Thunder
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
Traits

Amphibious. The giant can breathe air and water.

Actions

Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.

Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.

Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.

Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Light
1/Day: Control Weather

Habitat: CoastalUnderwater

Treasure:  Armaments

Monster Manual, pg. 302

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