Large Humanoid (Cloud Giant), Chaotic Neutral
AC 18 Plate    Initiative +2 (12)
HP 260 (20d8)
Speed 40 ft.
Mod Save
STR 26 +8 +14
DEX 16 +3 +3
CON 22 +6 +12
Mod Save
INT 8 −1 −1
WIS 14 +2 +8
CHA 16 +3 +3
Skills Athletics +13, Perception +8
Vulnerabilities Acid
Resistances Psychic, Radiant; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Immunities Lightning, Necrotic; Charmed, Frightened
Gear Ruinstrike, corrupted divine flesh
Senses Darkvision 120; Passive Perception 18
Languages Common, Draconic, Giant Understands all languages
CR 19 (XP 22,000; PB +6)
Traits

Empty rage 

The Hall of Saint gains range the start of combat 

  • Resistance to bludgeoning, piercing and slashing 
  • +3 damage to melee attacks 
  • Cannot be charmed or frightened (already immune)

This rage never ends unless he is Incapacitated 

Unthinking Onslaught 

He has advantage on attack rolls against creatures below half hp

Actions

Multiattack

Makes 3 Ruinstrike Attacks 

Ruinstrike 

Melee weapon attack: +13 to hit, reach 5ft, one target

On hit: 1d10 +7 slashing damage (versatile 1d12 +7 if used with two hands( plus 2d6 radiant damage, plus 3 damage rage bonus

Cleave of nothing (round 8)

The hollow Saint swings in a wide arc creatures in a 15 foot cone must make a DC 17 Dex saving throw 

  • Failure 4d10 slashing damage + 2d6 psychic damage and knocked prone
  • Success half damage and not knocked prone 

 

Hole of the hollow (round 4)

Each creature within 30 ft must succeed on a DC 17 wisdom saving throw or

  • Take 3d8 psychic damage 
  • Become me frightened until the end of next turn
Bonus Actions

Relentless charge 

The Hall of Saint moves up to its speed toward creature and makes one ruinstrike attack

Reactions

Violent reflux 

When hit by creature within five feet the House Saint makes one ruin strike against that creature

Legendary Actions

Relentless Target 

Move up to half speed without provoking opportunity attacks 

Rampage (2 actions)

Makes two ruinstrike attacks against different targets

Mythic Actions

l break the vessel 

When reduced to zero hit points how a saint does not die

  • Regains 130 HP
  • Rage damage increases to +5
  • Gains phase 2 abilities

Unstoppable Force 

Policy cannot be grappled restrained or not prone 

World fracture (round 8)

The holoc slams The ground each creature within 30 ft must make a DC 17 strength saving throw 

  • Failure 4d10 Force damage and knocked prone
  • Success half damage 

Description

Born of Goliath Stone touched by cloud giant Ascension rights the Hollow Saint meant to be a bridge between mortal endurance and divine skyborne restraint 

the ritual failed

instead of a coming greater he came in less but louder now he carries storm and silence no mortal body that should not be able to contain either he's not a giant he is what happens when a Goliath survives becoming one

breakpoint moment 

at ~25% HP 

The storm falters. The sky quiets

He looks smaller

"I was supposed to rise"

Make nature check dc 20 (restore identity helps once during bbg)

Make intimidation check dc 18(kill him saving him from his rage drops Ruinstrike if party doesn't have Dawn's Reprieve)

Failure drowns in rage attacks nearest creature 

"The mountain does not rise... it endures until it breaks until it breaks the sky"

 

 

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.

Arcturus_Dante

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