| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +12 |
| DEX | 9 | −1 | −1 |
| CON | 23 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 13 | +1 | +1 |
Mirrored Prowess
At the start of each round, choose one creature within 60 feet. The giant gains one class feature or racial trait that creature possesses until the start of its next turn.
Examples:
- Rage
- Sneak Attack
- Action Surge
- Spellcasting (1 spell of 3rd level or lower)
Patchwork Cataclysm
Melee Weapon Attack: +11 to hit, reach 15 ft., one target
Hit: 4d12 + 7 bludgeoning damage plus 2d10 fire damage.
If the giant currently benefits from a stolen class feature, apply the benefit using that player's stats(dice, damage, etc)
Magma Heave
Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target
Hit: 3d10 bludgeoning damage plus 3d10 fire damage.
The giant rips up a slab of semi-hardened lava and hurls it. On impact, the ground in a 10-foot radius becomes unstable until the end of the giant’s next turn.
Creatures that move across that area must succeed on a DC 16 Dexterity saving throw or fall prone. On a failure by 5 or more, the crust cracks and the creature takes 2d10 fire damage from splashing magma.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
Description
Setup: Players should hear sounds coming from the volcano, sounds of movement and grumbling. The ground beneath their feet rumbles. As they get closer to the top, smoke and ash thickens, the air tastes metallic and smells of sulfur. Their eyes sting from the harsh smoke, obscuring their vision. The ground shakes again. They hear screaming coming from up ahead from different voices….several in horror….and one in excruciating pain, until that one voice suddenly stops. The other voices do not though. Players should make a perception check with disadvantage due to the smoke. DC14 (on a fail, do a DEX Save to see if they avoid falling into the volcano’s open mouth - lowest roll falls in…….
Below them, a giant is squatting holding onto what appears to be a stone turkey leg. He seems to be standing on a platform within the volcano, with pools of magma occasionally poking through the floor here and there. Nearby is a sort of enclosure, with walls much higher than a most beings would be able to escape from, but open on the top so the Giant has easy access. The Giant is preparing to take a bite of his meal, as the player falls, knocking it from their hands, taking 1d6 fall damage. They land on the ground as the ‘turkey leg’ falls next to them, the stone cracking on the ground, spilling out bones and singed meat, they look in horror, noticing the ‘bone’ of the turkey leg, was actually 2 humanoid legs, with the rest of the body encased in stone. The Giant rises quickly in confusion and rage, hitting his head on the rim of the volcano, breaking some of it off, causing the rest of the party to come tumbling down, each taking 1d6 damage, having been somewhat cushioned by the giant himself on the way down. All players are prone on the ground as combat starts, and the screaming of the Giant’s caged prisoners intensifies. The giant is rubbing its head in pain, not noticing the rest of the party at all yet, still furious that his meal was interrupted by whoever fell first. He reaches for his axe and is struggling to remove it from his belt as the hook has become corroded from his extended time in this harsh environment. Roll for initiative. (Giant goes last)
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.