| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 16 | +3 | +3 |
| CON | 24 | +7 | +16 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 30 | +10 | +19 |
| CHA | 20 | +5 | +14 |
Amphibious. The Cataclysm can breathe air and water.
Multiattack. The Cataclysm makes three attacks, using any attack in any combination.
Wrath of the Storm. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Bludgeoning damage plus 13 (3d8) Lightning damage.
Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Flaming Winds. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Bludgeoning damage plus 15 (3d10) Fire damage.
Boulder Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Force damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.
Frost Cleave. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.
Ice Arrow Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 10 (3d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.
Spellcasting. The Cataclysm casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Light, Control Weather
5/Day: Whirlwind, Fire Storm, Earthquake
Cataclysmic Rage (Recharges after a Short or Long Rest). The Cataclysm enters a rage. The rage lasts for 1 minute or until the Cataclysm is incapacitated. While raging, the giant gains the following benefits:
- The Cataclysmhas advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack, the giant gains a +6 bonus to the damage roll.
- The Cataclysm has resistance to bludgeoning, piercing, and slashing damage.
Deflect Missile (Recharge 5–6). Trigger: The Cataclysm is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The Cataclysm reduces the damage it takes from the attack by 55 (5d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 20, one creature the Cataclysm can see within 60 feet. Failure: 11 (5d10 + 6) Force damage.
The Cataclysm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Cataclysm regains spent legendary actions at the start of its turn.
Gust. The Cataclysm targets a creature it can see within 120 feet of it and creates a magical gust of wind around the target, who must succeed on a DC 20 Strength saving throw or be moved up to 30 feet in any horizontal direction the giant chooses.
Thunderbolt (Costs 2 Actions). The Cataclysm hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 22 Dexterity saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one.
One with the Storm (Costs 3 Actions). The Cataclysm vanishes, dispersing itself into the storm surrounding its lair. The Cataclysm can end this effect at the start of any of its turns, becoming a Cataclysm once more and appearing in any location it chooses within its lair. While dispersed, the Cataclysm can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects.
Description
A living disaster. It is said in ancient scriptures from a time before humans that there were living beings of war made by the elementals to wipe out dragonkind. These weapons nearly caused the extinction of Primordials and Dragons alike. These are the Cataclysms. This caued the Elementals and Dragons to work together to seal these beasts under mountain ranges or in the ocean to never see the sun again. They did this by fighting them with illusions. Having these monsters tire themselves until they were weakn enough for them to be put to sleep. And so these beings slumbered for thousands of years.But if something or someone ever finds its lair and disturbs it's eternal slumber it, it awakens and proceeds to rip through the mountain that contained it. To most, it looks like a storm of elements bursts from the mountain or ocean, but to those level 15 or above, They can see the true form of this beast. A living being made of tornadoes of fire and ice, veins of lightning and skin of wind. Every punch is a hurricane. every attack is cataclysmic. There were only 6 ever created. The first one has passed but the other five still slumber. waiting for the right thing to awaken them.
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