Amphibious. The giant can breathe air and water.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: detect magic, thunderwave, shatter, fog cloud
3/day each: conjure elemental, wind wall, darkness
Legendary Resistance, 3/day. If the Chained Colossus fails a saving throw it can chose to succeed.
Multiattack. The giant makes two Lighting Sword strikes or uses Wing Javelin twice.
Lightning Sword. Melee Weapon Attack: +14 to hit, 15ft range, one target. Hit: 9d6+9 lightning damage
Wind Javelin. The Chained Collossus coalesces wind into a javelin-like form, with a 600ft range and inerring accuracy. The javelin does 3d6+9 piercing damage.
The giant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used and only at the end of another creature's turn. The giant regains spent legendary actions at the start of its turn.
Gust (1 Action). 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 STR saving throw or be pushed up to 20 ft in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a creature it can see within 600 feet. The creature must make a DC 18 DEX saving throw, taking 4d10 thunder damage on a failed save, or half as much on a successful one.
Lightning Strike (3 Actions). The giant hurls a magical lightning bolt at a point it can see within 500 ft. Each creature within 10 feet of that point must make a DC 18 DEX saving throw, taking 12d8 lighting damage on a failed save and half as much on a successful one.
Description
The Chained Colossus is a storm giant driven to madness by its visions of the future, and in turn bound and chained by its brethren for both their own safety and the maddened giant's safety.
Lair and Lair Actions
The Chained Colossus is kept deep within the heart of a mountain, chained and bound for both its own protection and to protect its fellow giant-kind from the madness that has taken over the storm giant. Massive, thick chains imbued with the strongest magic that giant kind possesses, forged by the most skilled of fire giant blacksmiths, hold the giant in a cramped, force partial crouch. In spite of this, the Chained Colossus remains a powerful and dangerous foe. Each chain that binds the mad giant has an AC of 16, and 16 hit points. There may be anywhere between 3-10 chains binding the giant at any given time. Upon destroying the chains, the giant is able to stand to its full height of nearly 40 feet tall. The chains restrict its movement until broken.
The Chained Colossus can use its lair actions both before and after its chains are removed. On initiative count 20 the Chained Colossus can use one of the following actions; they may not use the same action two times in a row.
Thunderclap. A massive, loud thunderclap centered on a point anywhere in the lair, each creature within 20 feet of that point must succeed a DC 18 CON saving throw or be deafened until the end of its next turn.
Fog Cloud. The Chained Colossus creates a 20 ft radius sphere of fog centered on a point centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the Chained Colossus disperses it (no action required), and cannot be dispersed by wind.
Vicious Gust. The giant creates a gust of strong wind in a 60 ft long, 10 ft wide line. Each creature caught in the line must make a DC 18 Strength saving throw or be knocked prone. This gust disperses any gases or vapors, and all open flames are extinguished, with protected flames having a 50% chance of being extinguished.
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