Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form
Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
The Show Must Go On: The Giant goes into a trance like state and pain becomes repress. For one minute the giant takes half piercing, slashing, and bludgeoning damage.
Showman's Embrace: When making an attack of opportunity the disengage action does not allow for escape, the attacked creature's speed is dropped to zero for the round.
Description
A large Cloud Giant who performs in front of many onlookers. He dances with death, his opera is the sound of scraping steel. This giant seeks to put on a show, it does not always battle to the death, unless it has been shamed. When it battles it is more art than combat, each step is calculated. It battles as if in a trance, intoxicated off of the onlookers gaze.
Lair and Lair Actions
Safety First: When an opponent or the giant falls unconscious some members of the coliseum guard will retrieve the body for healing. This is not the case in all battles, but in those that are for feats of strengths or friendly brawls.
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