Mod | Save | ||
---|---|---|---|
STR | 23 | +6 | +6 |
DEX | 15 | +2 | +5 |
CON | 20 | +5 | +8 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 12 | +1 | +4 |
CHA | 9 | -1 | -1 |
Regeneration. A grotesque gargant regains 10 hit points at the start of its turn as long as it is within the Deep Haze. The gargant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Misty Camouflage. The grotesque gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
Multiattack. The gargant makes two attacks, using Stone Club or Boulder in any combination. It can replace one of these attacks with a Contaminating Beam.
Contaminating Beam. The grotesque gargant magically forces a creature it can see within 60 feet of it to make a DC 15 Constitution saving throw. The creature takes 27 (6d8) necrotic damage on a failed save and gains one level of contamination.
Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.
Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Deflect Missile (Recharge 5–6). Trigger: The gargant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The gargant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.
Description
These mutated human monstrosities have grown to tremendous size. Delerium shards are merged into their disfigured bodies, and their muscles pulse with arcane energies as they lumber forward. Furiously territorial, these creatures are occasionally sighted hauling massive delerium crystals from the crater and placing them like obelisks in the ruins.
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