Page 229 - Dragonix - DM Options, Monster Talents II
P. 229

Fire Giant Dreadnought Elite                          Fireshield. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
                                                                Hit: 23 (4d6 + 9) bludgeoning damage plus 7 (2d6) fire damage plus
          Huge giant (fire giant), lawful evil
                                                                7 (2d6) piercing damage.
          Armor Class 21 (plate, shields)                       Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one
                                                                target. Hit: 31 (4d10 + 9) bludgeoning damage.
          Hit Points 200 (16d12 + 96)
          Speed 30 ft.                                          Shield Charge. The giant moves up to 30 feet in a straight line and
                                                                can move through the space of any creature smaller than Huge.
              STR           DEX           CON           INT           WIS           CHA   The first time it enters a creature’s space during this move, it makes
                 28 (+9)        9 (-1)        23 (+6)        8 (-1)       10 (+0)       12 (+1)  a fireshield attack against that creature. If the attack hits, the target
                                                                must also succeed on a DC 22 Strength saving throw or be pushed
          Saving Throws Dex +4, Con +11, Cha +6                 ahead of the giant for the rest of this move. If a creature fails the
          Skills Athletics +14, Perception +5                   save by 5 or more, it is also knocked prone and takes 19 (3d6 + 9)
          Senses passive Perception 15                          bludgeoning damage, or 30 (6d6 + 9) bludgeoning damage if it was
          Languages Giant                                       already prone.
          Challenge 16 (15,000 XP)                              Legendary Actions

                                                                The giant gains 3 legendary actions, choosing from the options
          Dual Shields. The giant carries two shields, each of which is
                                                                below. Only one legendary action option can be used at a time and
          accounted for in the giant’s AC. The giant must stow or drop one of
                                                                only at the end of another creature's turn. The giant regains spent
          its shields to hurl rocks.
                                                                legendary actions at the start of its turn.
          Double Shield Clap. If a creature is hit by both of the giant's
                                                                Move. The giant moves up to half its speed.
          fireshield attacks in the same turn, it must succeed on a DC 22
                                                                Measure Foe. The giant chooses a creature within 30 feet of it that
          Constitution saving throw or become stunned until the end of its
                                                                  it can see. Until the end of its next turn, the giant has advantage
          next turn.
                                                                  on its next melee weapon attack roll against the target.
          Actions                                               Fireshield (Costs 2 Actions). The giant makes a fireshield attack.
          Multiattack. The giant makes two fireshield attacks.











          Stone Giant Elder Dreamwalker                         Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one
                                                                target. Hit: 20 (3d8 + 7) bludgeoning damage.  If the target is a
          Huge giant (stone giant), chaotic neutral
                                                                creature and the attack roll against the target succeeds by 5 or
                                                                more, the target must make on a DC 19 Constitution saving throw
          Armor Class 18 (natural armor)
                                                                or be stunned until the end of its next turn.
          Hit Points 200 (16d12 + 96)
          Speed 40 ft.                                          Petrifying Touch. The giant touches one Medium or smaller
                                                                creature within 10 feet of it that is charmed by it. The target must
              STR           DEX           CON           INT           WIS           CHA   make a DC 18 Constitution saving throw. On a failed save, the
                 24 (+7)      14 (+2)       22 (+6)      10 (+0)       8 (-1)        12 (+1)  target becomes petrified, and the giant can adhere the target to
                                                                its stony body. Greater restoration spells and other magic that can
                                                                undo petrification have no effect on a petrified creature on the giant
          Saving Throws Dex +6, Con +10, Wis +3
                                                                unless the giant is dead, in which case the magic works normally,
          Skills Athletics +15, Perception +3
                                                                freeing the petrified creature as well as ending the petrified
          Condition Immunities charmed, frightened
                                                                condition on it.
          Senses darkvision 60 ft., passive Perception 13
          Languages Common, Giant                               Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
          Challenge 12 (8,400 XP)                               target. Hit: 28 (4d10 + 6) bludgeoning damage.  If the target is a
                                                                creature, it must succeed on a DC 19 Strength saving throw or be
          Dreamwalker’s Charm. An enemy that starts its turn within 30 feet   knocked prone.
          of the giant must make a DC 13 Charisma saving throw, provided
                                                                Dreamwalker's Breath (Recharge 6). The giant exhales
          that the giant isn’t incapacitated. On a failed save, the creature is
                                                                tranquilizing gas in a 30-foot cube. Each creature in that area must
          charmed by the giant. A creature charmed in this way can repeat the
                                                                succeed on a DC 18 Wisdom saving throw. On a failed save, a
          saving throw at the end of each of its turns, ending the effect on itself
                                                                target falls unconscious. While unconscious, the target is dreaming
          on a success. Once it succeeds on the saving throw, the creature is
                                                                and cannot be woken. The unconscious target can repeat the
          immune to this giant’s Dreamwalker’s Charm for 24 hours.  saving throw at the end of each of its turns. On a success, the effect
          Actions                                               ends on the target.
          Multiattack. The giant makes two attacks with its greatclub.
        228         Chapter 3. Bonus Sampler Stat Blocks
   224   225   226   227   228   229   230   231   232   233   234