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Gargantuan giant,neutral good (50%) or neutral evil (50%) Armor Class 17 (natural armour) Hit Points 315 (18d20 + 126) speed 40 ft. Sav
Gargantuan giant,neutral good (50%) or neutral evil (50%)
Armor Class 17 (natural armour)
Hit Points 315 (18d20 + 126)
speed 40 ft.
Saving Throws Con +13,Wis +10,Cha +10
skill Athletics +15,Insight +10,Perception +10
proficiency Bonus +6
damage resistance bludgeoning,piercing,and slashing from nonmagical attacks
Senses passive Perception 20
Languages Auran,Common,Giant
Challenge 18 ( 20,000 XP )
anti – mana Skin . At the start of its turn,the giant can choose to end one of the spells or magic effects that currently affects it. The giant is immune to all spells or effects that would alter its form.
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant ‘s innate spellcasting ability is is is Charisma ( spell save DC 18 ) . It is cast can innately cast the following spell ,require no material component :
At will: detect magic,fog cloud,light,minor illusion
3 / day each :feather is fall fall,fly,gaseous form,gust of wind,misty step,telekinesis
Multiattack . The giant makes two morningstar attacks.
Morningstar . Melee Weapon Attack: +15 to hit,reach 10 ft.,one target. hit : 27 ( 4d8 + 9 ) pierce damage and 13(3d8 ) thunder damage .
Rock. Ranged Weapon Attack : +15 to hit,range 80/320 ft.,one target. hit : 42 ( 6d10 + 9 ) bludgeon damage .
Harden Cloud (Recharge 5-6). The giant choose a point it can see within 90 ft. around itself. The air around it of a 10 ft. cube becomes dense and solid. This area is treated as difficult terran for any creature except the giant. If the creature tries to move through the dense air,it should make a DC 18 Dexterity saving throw or fails to move through the air and wastes 15 ft. of movement.
The giant can take 3 legendary actions,choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.
Charge. The giant moves 50 feet in any direction.
tailwind ( cost 2 action ) . The giant is summons summon magical cloud that levitate a creature . The creature is suspend in mid – air and move 50 foot in a direction of the giant ‘s choice . An unwilling creature is succeed must succeed on a DC 17 Constitution saving throw to be unaffected . A true giant is succeed automatiacally succeed this saving .
Summon Air Elemental (1/Day). The giant summons an air elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes,until it dies,or until its summoner dismisses it as an action.
Massive giants that dwell high above the world,cloud titans are incredibly powerful,with the ability to summon air elementals. They are tremendously strong despite their skinny appearance and throw massive boulders with the greatest of ease. Clouds billow off of their skin,and the clouds shape themselves according to the giant’s mood: the clouds of an angry giant are forebodingly dark and show menacing faces,while a happy giant’s clouds are white,while its eyes look as bright as the sun.
Good cloud titans are often interested in trading goods as well as cultural innovations. It’s not uncommon for such giants to approach their neighbors with diplomacy and build strong relationships with other peaceful peoples. Some civilisations even worship such giants as lesser deities of art,liberty and joy. The evil ones are usually nihilistic and treat anything including other kinds of giants as nothing. Cloud titans with different alignment tend to tolerate each other for their own good. If such a rare conflict happens,it usually leads to such destruction that smaller folk would deem it an apocalypse.