Heavy Frame. The giant has Advantage on saving throws and ability checks made to resist being pushed, pulled, knocked Prone or forcibly moved.
Siege Monster. The giant deals double damage to objects and structures.
Tactical Intelligence. The giant can take the Help action as a Bonus Action when assisting another Colossus Giant. It doesn't need to be within 5 feet of the creature being targeted by the assisted attack, provided both giants can see the target.
Lumbering Mass. The giant can't take the Dash action unless it has moved no more than half its Speed during the previous round.
Multiattack. The giant makes two Colossus Fist attacks.
Colossus Fist. Melee Attack Roll: +12, reach 10 ft. Hit: 24 (3d10 + 8) Bludgeoning damage. If both Colossus Fist attacks hit the same creature during the same turn, the target must succeed on a DC 20 Strength saving throw or fall Prone.
Hammer Blow. Melee Attack Roll: +12, reach 10 ft. Hit: 30 (4d10 + 8) Bludgeoning damage. The giant can't make another attack on the same turn it uses Hammer Blow. The target must succeed on a DC 20 Strength saving throw or be pushed 15 feet.
Ground Pound (Recharge 5–6). The giant strikes the ground. Each other creature within 15 feet must make a DC 20 Dexterity saving throw.
- Failed Save: 27 (6d8) Bludgeoning damage and Prone.
- Successful Save: Half damage and not Prone.
Shove Aside. The giant attempts to Shove one creature within 10 feet.
Backhand. When a creature within 10 feet hits the giant with a melee attack, the giant makes one Colossus Fist attack against that creature. After using this Reaction, the giant can't use it again until the start of its next turn.
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