Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of the turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Azwormana's Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits.
- The giant has advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
- The giant has resistance to bludgeoning, piercing and slashing damage.
Legendary Resistance (3/Day). If Azwormana fails a saving throw, it can choose to succeed instead
Multiattack. The giant makes two Hailstorm Blade attacks or uses Iceshard Javelin twice.
Hailstorm Blade. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 13) cold damage.
Iceshard Javelin. The giant coalesces wind and snow into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 13) piercing damage to the target, striking unerringly. The javelin disappears after it hits, reappearing back in Azwormana's hand.
Stormkeeper. When struck by a melee attack, Azwormana may use his reaction to rebuke the attack and have the attacker roll a Constitution Saving Throw (DC 18). On a failed save, the attacker takes 4d8 Cold Damage and is pushed back 10 feet. On a successful save, they take half as much damage and are not pushed back. This ability can be used twice, and cannot be used again until you finish a short rest.
The giant 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 giant regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
Hailstorm (2 Actions). The giant hurls a beam of hail at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) cold damage on a failed save, or half as much damage on a successful one.
One with the Storm (3 Actions). The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
Lair and Lair Actions
The Ivory Guardian’s Lair
The Ivory Guardian has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm.
Lair Actions
The Ivory Guardian can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row:
- The giant creates an avalanche centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
- The giant creates a 20-foot-radius sphere of sleet and snow centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The sleet and snow lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
- The giant creates a 60-foot-long, 10-foot-wide line of strong wind compacted with snow and ice originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.