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 Resistance Cold
- Damage Immunities Lightning, Thunder
- Senses passive Perception 19
- Languages Common, Giant
- Challenge 13 (10,000 XP)
- 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: (6d6 + 9) slashing damage.
- Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: (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.