Huge Giant, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +10, WIS +7, CHA +7
Skills Perception +7, Stealth +3
Senses Darkvision 120', Passive Perception 17
Languages Deep Speech, Giant, Telepathy 120'
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: mold earth

3/day collectively: Maximilian's earthen grasp, erupting earth

1/day each: passwall*, transmute rock

*The passage created is twice the size of a regular passwall spell (10'x16'x40')

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Reactions

Jettison Puppeteer: When an awakened ancient is felled, the intellect devourer that puppeteers its body erupts forth from the giants skull. Roll initiative for the devourer as it enters combat.

Description

The enduring bodies of these ancient stone giants lay buried in their earthen tombs, long forgotten. They're progeny had long fled an unanticipated illithid invasion, leaving their ancestral home to be overrun. The mind flayers utilized their intellect devourers to reanimate the bodies of these ancients, harnessing their immense strength and latent elemental powers.

Habitat: MountainUnderdark

knowitness

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