Gargantuan Giant, Lawful Evil
AC 20 Natural Armor    Initiative +7 (17)
HP 666 (17d20 + 85)
Speed 85 ft.
Mod Save
STR 25 +7 +16
DEX 19 +4 +4
CON 22 +6 +15
Mod Save
INT 17 +3 +3
WIS 20 +5 +5
CHA 13 +1 +1
Skills Athletics +22
Senses Blindsight The moment the Assault Giant is blinded, it knows its surroundings within a 100 ft. radius; Passive Perception 15
Languages Deep Speech Only languages the host knows, but can't speak.
CR 30 (XP 155,000; PB +9)
Traits

Force Regeneration. The Aegis Giant regains 30 hit points at the start of its turn. If it takes explosion damage, this trait doesn’t function at the start of its next turn. The Aegis Giant dies only if he starts its turn with 0 hit points and doesn’t regenerate.

Avoidance. If the Aegis Giant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Stunning Gaze. When a creature that can see the Aegis Giant’s eyes starts its turn within 30 feet of the Aegis Giant, the Aegis Giant can force it to make a DC 16 Wisdom saving throw if the Aegis Giant isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.

Undivine Siege Monster. The Aegis Giant deals QUADRUPLE damage to objects and structures.

Unarmored Defense. While the Aegis Giant is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Terra Shatter. Melee Weapon Attack: DEX 22, 100 ft. Hit: 94 (10d12 + 34) bludgeoning damage. Only creatures bigger than a small size are affected by this action. All creatures affected by this action are also thrown 55 ft. 

Launch. The Aegis Giant can pick up two large or huge objects and throw each 300 ft. in a straight line. Targets must succeed on a DC 23 DEX saving throw to take half damage or full damage on a failed save and be knocked prone. Each large object deals 57 (6d12 + 21) bludgeoning damage for every 100 ft. thrown. Each huge object deals 86 (9d12 + 32) bludgeoning damage for every 150 ft. thrown.

Deadly Punch. Melee Weapon Attack: +13 to hit, reach 20 ft., 2 targets max. Hit: 29 (4d10 + 9) bludgeoning damage.

Multiattack. This giant may use Deadly Punch twice as one action, but every opposing creature in a 40 ft. radius may use an opportunity attack.

Bonus Actions

Switch Up. The Aegis Giant can temporally sacrifice armor at its joints to increase movement by 20 ft. and increase maximum actions by one. The Aegis Giant's AC is decreased by 2. This effect lasts for 3 rounds or until Determination is used.

Determination. When used, the Aegis Giant can increase its AC by 2 for three rounds and deal two more dice of damage with any attack. This effect lasts until Switch Up is used. 

Hardening. When used, the Aegis Giant can deal two more dice of damage and increase the AC in certain parts of the body by 3. This effect lasts for two rounds. 

 

Legendary Actions

This action is only available for the creature, Bane of Humanity and if a NPC or PC obtains the Aegis Lineage.

Rush. The Aegis Giant can use this action to stampede through any terrain, demolishing foes and making fortresses crumble. All targeted creatures in a 500 ft. line must succeed on a DC 26 DEX saving throw or take 147 (12d12 + 75) bludgeoning damage and be knocked prone, or take half as much damage on a successful save and be knocked prone. This action only affects creatures that are bigger than medium. The Aegis Giant can wish to go in any shape of line and can stop at any point in the rush.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
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Monster Tags: Devil

Shadow_Assassian

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