D&D 5th Edition
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TraitsAmphibious: 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
ActionsMultiattack: 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.
16 (Scale Mail)
Greatsword 1d20 + 14 6d6+9
Rock 1d20 + 14 4d12+9
Lightning Strike 1d20 + 0 12d8
Str +14, Con +10, Wis +9, Cha +9
Arcana +8, Athletics +14, History +8, Perception +9
50 ft., swim 50 ft.
Detect Magic, Feather Fall, Levitate, Light, Control Weather, Water Breathing