Huge Giant, Chaotic Evil
AC 19 (Dragon Scales)    Initiative +3 (13)
HP 272 (20d12 + 140)
Speed 50 ft., Climb 30 ft.
Mod Save
STR 27 +8 +14
DEX 17 +3 +9
CON 23 +6 +12
Mod Save
INT 20 +5 +11
WIS 20 +5 +11
CHA 17 +3 +9
Skills Athletics +20, Perception +11
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire, Poison, Psychic, Thunder; Charmed, Exhaustion, Poisoned, Stunned
Gear 1 Fire Giant Sword , 1 Arg'onath Club
Senses Darkvision 120ft; Passive Perception 20
Languages Common, Draconic, Giant
CR 20 (XP 25,000, or 33,000 in lair; PB +6)
Traits

Giant Call. When this creature dies, it emits a loud shriek audible for 1 mile. A creature within 100ft of the giant when it makes this call falls prone. Any giants within the 1 mile radius immediately now to come to the place where Arg'onath is. They will attack the creatures that slayed him unless they show they aren't a threat to them.

Actions

Multiattack. Arg'onath makes 2 Arg'onath Club attacks and one of the following:

  • 2 Fire Giant Sword attacks
  • 2 Storm Giant Thunder attacks

Arg'onath Club. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 8) bludgeoning + 5 (Wisdom) physic damage.

Fire Giant Sword. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 8) slashing + 5 (Wisdom) fire damage.

Strom Giant Thunder. Ranged Weapon Attack: +14 to hit, range 150/600 ft., all creatures within 15 ft., of where it strikes. Dexterity Saving Throw DC18 Fail, Full damage. Success, Half damage.              Hit: 3d12 + 15 thunder damage.

The area this weapon hits at sets on fire and deals 2d6 + 5 fire damage to any creature who enters 5 ft of it.

Bonus Actions

Sacrifice for the Better. Lose one attack to regain 1d20 + 5 Hit Points

Reactions

Beating Up is a Sport. Make any attack.

Legendary Actions

Arg'onath has 3 legendary action points. He can use a legendary action at the end of another creatures's turn.

Search to Survive (Costs 1 Actions). Arg'onath makes a Wisdom (Survival) check, DC 17 against another creature. On a success, he has advantage against them for his next attack.

Giant Legend (Costs 1 Actions). Arg'onath is the Giant King, so all other giants bow down to him. When Arg'onath uses this, all characters must make a DC15 Charisma Saving Throw. On a fail, they fall prone as they bow to Arg'onath. On a success, they make their next attack with disadvantage.

Bigger is Better (Costs 2 Actions). Arg'onath makes all attacks available to him, but 2 have disadvantage. This is done at the start of his go instead.

Description

Arg'onath is a large giant. He wears armour made of dragon scales, and his weapons are crafted by the most talented fire giants. He is a monster in battle, slaying all in his path. Other giants bow down to him.

Lair and Lair Actions

Arg'onath resides in a palace made out of melted and twisted precious gems. It is carved with images of his victories.

Lair Actions

On initiative count 10 (losing initiative ties),  Arg'onath takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • As red light swirls, Arg'onath makes a Fire Giant Sword attack.
  • As yellow light swirls, Arg'onath makes a Storm Giant Thunder attack.
  • As purple light swirls, Arg'onath makes a Arg'onath Club attack.
  • As green light swirls, characters must make a Constitution Saving Throw DC15. On a fail, they have the Poisoned condition for 1 minute.

Regional Effects

The region containing Arg'onath ’s lair is the Lost Peaks and creates the following effects:

  • The snow has a golden tinge to it.
  • It is in Dim Light during day and Darkness at night as the gems suck all light from the area. The gems cast an eerie, though bright light, within 30ft., of the palace.

Even if Arg'onath dies, these effects don't fade until the palace is destroyed.

Dragon_MidnightDogsbainq

Comments

Posts Quoted:
Reply
Clear All Quotes