Hit Points
230
(20d12+100)
Speed:
Walk 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 Vulnerabilities:
—
Damage Resistances:
cold
Damage Immunities:
lightning, thunder
Condition Immunities:
—
Languages: Common, Giant
Proficiency Bonus: 5
Traits:
-
Amphibious. The giant can breathe air and water.
Innate Spellcasting:
The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
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 - 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.