Huge Giant, Chaotic Good
Armor Class 16 (scale mail)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses Passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
Proficiency Bonus +5

Amphibious. The giant can breathe air and water.

Actions

Multiattack. The giant makes two Greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Spellcasting. The giant casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic, levitate, light

1/day each: control weather (cast as 1 action), water breathing

Environment: CoastalUnderwater

Basic Rules, pg. 313

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