Stone Giant Species in Londolon | World Anvil

Stone Giant


 

Stone Giant, CR 7

Huge giant, neutral
Armor Class 17
Hit Points 126 ( 11d12+55 )
Spell Points
Speed 40ft

STR

20
+6

DEX

15
+2

CON

19
+5

INT

10
+0

WIS

13
+1

CHA

13
+1

Proficiency Bonus 3
Saving Throws Dex 1d20+5 , Con 1d20+8 , Wis 1d20+4
Skills Athletics ( 1d20+12 ), Perception ( 1d20+4 ), Stealth ( 1d20+5 )
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Titan

Spellcasting

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (Spell Save DC 12), ( 1d20+4 ) to hit with Spell Attacks)   Wild Magic Spellcasting. When the giant casts a spell, roll a Spellcasting check. On a 1, roll on the Wild Magic Surges table to create a random magical effect.   It can innately cast the following spells, requiring no material components but all having very loud verbal components:   At will: Detect Magic
3/day each: Pass Without Trace, Meld into Stone, Spike Growth
1/day each: Stone Shape, Stoneskin

Special Abilites

Stone Camouflage. The giant has Advantage on Dexterity (Stealth) checks made to hide in rocky terrain.    

Actions

Multiattack. The giant makes two greatclub attacks.   Greatclub. Melee Attack: 1d20+9 to hit, reach 15 ft., one target. Hit: 19 ( 3d8+6 ) Bludgeoning Damage.   Rock. Ranged Attack: 1d20+9 to hit, range 60/240 ft., one target. Hit: 28 ( 4d10+6 ) Bludgeoning Damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.   Cast a Spell. The giant casts a spell from its list of innate spells available.

Reactions

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no Bludgeoning Damage from it.

Legendary Actions

The giant can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The giant regains spent epic actions at the start of its turn.   Greatclub. The giant makes one greatclub attack.   Great Leap (Costs 2 Actions). The giant leaps up to 30 feet and makes a greatclub attack against one target within reach. This movement does not provoke opportunity attacks.   Rock Barrage (Costs 2 Actions). The giant makes three rock attacks against targets of its choice within a 10-foot cube.   Haki Blast (Costs 3 Actions). The giant unleashes a blast of Haki power. Each creature within 60 feet of the giant must make a DC 14 Wisdom saving throw or fall Unconscious for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect with a successful save. This power does not affect Undead, other Haki users, Celestials, Fiends, Elementals, or creatures that cannot be Charmed.   Cast a Spell (Costs 3 Actions). The giant casts a spell from its list of innate spells available.



 
 

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