Page 117 - Monster Manual Expanded III Dragonix
P. 117

Giants


        Cloud Giant Divine Trickster

        The cloud giant divine trickster is a powerful cleric of Memnor,
        the giant deity of control, deceit, and pride. It is a cunning cleric
        that seeks to bring chaos and disorder to the Realms through
        deception and manipulation. It enjoys orchestrating wars between
        nations and factions and delights in bringing misery to everyone.
          In combat, the cloud giant is very crafty and opportunistic and
        often employs dirty tactics. Aside from its incredible strength
        and potent divine magic, it can conjure an illusory image of itself
        to mislead attackers. It also has the uncanny ability to copy and
        recast most spells it has just observed from other spellcasters.


         Cloud Giant Divine Trickster
         Huge giant (cloud giant), chaotic neutral

         Armor Class 14 (natural armor)
         Hit Points 230 (20d12 + 100)
         Speed 40 ft.

             STR           DEX           CON           INT           WIS           CHA
                26 (+8)      11 (+0)       20 (+5)      12 (+1)     20 (+5)      16 (+3)

         Saving Throws Con +10, Wis +10, Cha +8
         Skills Deception +8, Insight +10, Perception +10
         Senses passive Perception 20
         Languages Common, Giant
         Challenge 14 (11,500 XP)      Proficiency Bonus +5
         Keen Smell. The giant has advantage on Wisdom (Perception)
         checks that rely on smell.
         Legendary Resistance (1/Day). If the giant fails a saving throw, it
         can choose to succeed instead.
         Actions

         Multiattack. The giant makes two attacks with its Morningstar.
         Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one   giant can see within 30 feet of it. As a bonus action on its turn, it
         target. Hit: 21 (3d8 + 8) piercing damage plus 4 (1d8) lightning   can move the illusion up to 30 feet to a space it can see, but it must
         damage.                                                remain within 120 feet of it.
                                                                  For the duration, the giant can cast spells as though it was in the
         Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one
                                                                illusion’s space, but it must use its own senses. Additionally, when
         target. Hit: 30 (4d10 + 8) bludgeoning damage.
                                                                both the giant and its illusion are within 5 feet of a creature that can
         Innate Spellcasting. The giant’s innate spellcasting ability is   see the illusion, the giant has advantage on attack rolls against that
         Charisma (spell save DC 16, +8 to hit with spell attacks). It can   creature, given how distracting the illusion is to the target.
         innately cast the following spells, requiring no material components:
                                                                Legendary Actions
         At will: detect magic, fog cloud, light
                                                                The giant can take 3 legendary actions, choosing from the options
         3/day each: feather fall, fly, misty step, telekinesis
         1/day each: control weather, gaseous form              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
         Spellcasting. The giant is a 7th-level spellcaster. Its spellcasting
                                                                legendary actions at the start of its turn.
         ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It
                                                                Move. The giant moves up to half its speed.
         has the following cleric spells prepared:
                                                                Attack (Costs 2 Actions). The giant makes a melee or ranged
         Cantrips (at will): mending, poison spray (2d12), sacred flame (2d8),
                                                                  attack.
           thaumaturgy
                                                                Cast a Spell (Costs 1-3 Actions). The giant expends a spell slot
         1st level (4 slots):  charm person, command, detect magic, disguise
                                                                  to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so
           self, guiding bolt, healing word, sanctuary
                                                                  costs 1 legendary action per level of the spell.
         2nd level (3 slots): blindness/deafness, locate object, mirror image,
           pass without trace, suggestion, spiritual weapon     Reactions
         3rd level (3 slots): bestow curse, blink, dispel magic, feign death
                                                                Mirror Spell (3/Day). When a creature within 30 feet of the giant
         4th level (1 slot): banishment, dimension door, polymorph   casts a spell, and the giant can see and hear the creature, the giant
         Cloak of Shadows (Recharges after a Short or Long Rest). The   temporarily gains knowledge of the spell if it is at least 1st level and
         giant creates a perfect illusion of itself that lasts for 1 minute, or   not higher than 4th level and takes only 1 action to cast. The giant
         until the giant loses its concentration (as if it was concentrating  knows the spell this turn only and casts it immediately as an innate
         on a spell). The illusion appears in an unoccupied space that the   spellcasting ability.
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