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,
light3/day each:
control weather,
water breathingActions
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.