Caliban | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Caliban

Huge Fiendish Cloud Giant, 8th Level Hunter Ranger, Chaotic Evil

Armor Class 19 (natural armor+dex), 21 when Wind Aura is active
Hit Points 317 (16d12+96+8d12+56) 16d12+96+8d12+56
Speed: 40 ft

STR

27
( +8 )

DEX

12
( +1 )

CON

22
( +6 )

INT

12
( +1 )

WIS

16
( +3 )

CHA

16
( +3 )

Saving Throws Str +10, Dex +6, Con +10, Wis +7, Cha +7
Skills Insight +7, Perception +10, Stealth +6, Survival +10
Damage Resistances Bludeoning, Piercing, Slashing damage from weapons that are not Silver (magical does not overcome this requirement), Cold, Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 20
Languages Common, Primordial, Giant, Abyssal, Dwarven
Challenge Rating 15

Description

https://s1.1zoom.me/big0/510/Diablo_III_Demons_Horns_511214.jpg

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components (See at will and 1 or 3/ day)

Ranger Spellcasting. Wisdom is Caliban's spellcasting ability for ranger abilities. Spells Known: (5) 1st: Longstrider, Hunter's Mark, Absorb Elements 2nd: Locate Object, Silence Spell Slots: 1st Level: 4 | 2nd Level: 3

At will: Detect Magic, Fog Cloud, Light

1/day: Control Weather, Gaseous Form

3/day: Feather Fall, Fly, Misty Step, Telekinesis


Keen Smell. Caliban has advantage of Wisdom (Perception) checks that rely on smell.
Favored Enemy. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Favored Enemies: Giants, Elementals
Natural Explorer. Favored Terrains: Coast, Swamp
Land's Stride; moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Magic Resistance. Caliban has advantage on saving throws against spells and other magical effects.
Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Sentinel. Feat. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Legendary Resistance. 1/day Caliban can choose to pass a save he otherwise failed.

Actions

Caliban attacks with a Runecrafted +2 Morning Star of Speed. They have Extra Attack. They have Horde Breaker. So they can make 2 attacks, 1 additional attack against a different creature, and 1 attack at a bonus action from the rune. Total of 4/round.   He can also attack with the Sling of Great Stones twice due to Extra Attack, and an additional time through Horde Breaker.


+2 Morningstar of Speed. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 10) magical piercing damage.
Sling of Great Stones. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.


Created by

MuddleFumble.

Statblock Type

NPC Sheet

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