Huge Giant (Cloud Giant), Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 230 (20d12 + 100)
Speed
STR
25 (+7)
DEX
10 (+0)
CON
21 (+5)
INT
22 (+6)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws CON +13, INT +14, CHA +13
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Frightened
Senses Passive Perception 18
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day)

If Iymrith fails a saving throw, she can choose to succeed instead.

Magic Resistance

Iymrith has advantage on saving throws against spells and other magical effects.

Stormborn

Iymrith ignores difficult terrain caused by wind, sand, or storms.

Additionally, whenever Iymrith deals lightning damage, she ignores resistance to lightning damage. A creature immune to lightning damage instead has resistance to that damage against Iymrith.

Living Conduit

When a creature within 10 feet of Iymrith hits her with a melee attack, lightning arcs from her body. The attacker takes 5 (1d10) lightning damage.

This damage can occur only once per turn.

Actions

Multiattack

Iymrith makes two Arcane Staff attacks, or makes one Arcane Staff attack and uses Storm Bolt.

Arcane Staff

Melee Weapon Attack: +12 to hit, reach 15 ft., one target.

Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) lightning damage.

Storm Bolt

Ranged Spell Attack: +11 to hit, range 120 ft., one target.

Hit: 22 (4d10) lightning damage, and the target can't take reactions until the beginning of its next turn.

Thunderous Repulsion (Recharge 5–6)

Iymrith releases a concussive blast of magical thunder.

Each creature of her choice within 20 feet must make a DC 19 Constitution saving throw.

On a failed save, a creature takes 27 (6d8) thunder damage, is pushed up to 20 feet away, and is knocked prone.

On a successful save, it takes half as much damage and isn't pushed or knocked prone.

 

 

Spellcasting

Iymrith is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks).

She requires no material components for her spells.

Cantrips (at will): mage hand, minor illusion, ray of frost, shocking grasp

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): blur, misty step, shatter

3rd level (3 slots): counterspell, dispel magic, lightning bolt

4th level (3 slots): dimension door, greater invisibility, storm sphere

5th level (3 slots): cone of cold, telekinesis, wall of force

6th level (1 slot): chain lightning

7th level (1 slot): reverse gravity

8th level (1 slot): control weather

9th level (1 slot): meteor swarm

Restrained High Magic

Iymrith understands that her greatest magic can annihilate lesser opponents. Unless she is fighting enemies she considers genuinely dangerous, she deliberately avoids opening combat with her 8th- or 9th-level magic.

This is primarily a DM tool: her highest-level slots represent her lore-level magical power without requiring you to vaporize the party on round one.

Bonus Actions

Storm Step

Iymrith teleports up to 30 feet to an unoccupied space she can see.

Immediately before or after teleporting, she can cause lightning to strike one creature within 5 feet of either her starting space or destination.

That creature must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) lightning damage.

Iymrith can use Storm Step 3 times per day.

Reactions

Arcane Rebuke

When Iymrith takes damage from a creature she can see within 60 feet, she can force that creature to make a DC 19 Dexterity saving throw.

On a failed save, lightning arcs from Iymrith to the creature, dealing 13 (3d8) lightning damage.

Counterspell

Iymrith can also use her reaction normally to cast counterspell.

Legendary Actions

Iymrith can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn.

Iymrith regains spent legendary actions at the start of her turn.

Detect

Iymrith makes a Wisdom (Perception) check.

Storm Bolt

Iymrith uses Storm Bolt.

Arcane Shift

Iymrith moves up to half her speed without provoking opportunity attacks.

Crackling Spell (Costs 2 Actions)

Iymrith casts a spell of 3rd level or lower that normally has a casting time of 1 action.

She cannot use this legendary action to cast counterspell or another reaction spell.

Wrath of the Storm (Costs 3 Actions)

Iymrith chooses a point she can see within 120 feet. Lightning crashes into a 10-foot-radius, 40-foot-high cylinder centered on that point.

Each creature in the area must make a DC 19 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save or half as much on a successful one.

A creature wearing metal armor has disadvantage on this saving throw.

 

Mythic Actions

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

Enter a general description for your monster here.

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.

AgentofLucian

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