Page 119 - Monster Manual Expanded III Dragonix
P. 119

Fire Giant Artillerist                                  Fire Giant Blackguard of Surtur

         Huge giant, lawful evil                                 Huge giant, lawful evil

         Armor Class 17 (splint)                                 Armor Class 20 (plate, shield)
         Hit Points 184 (16d12 + 80)                             Hit Points 200 (16d12 + 96)
         Speed 30 ft.                                            Speed 30 ft.

             STR           DEX           CON           INT           WIS           CHA   STR           DEX           CON           INT           WIS           CHA
                22 (+6)        9 (-1)         21 (+5)     17 (+3)      16 (+3)      13 (+1)         25 (+7)         9 (-1)       23 (+6)      10 (+0)      14 (+2)      16 (+3)

         Saving Throws Con +9, Int +7, Wis +7                    Saving Throws Con +11, Wis +7, Cha +8
         Skills Arcana +7, Perception +7                         Skills Insight +7, Intimidation +8
         Damage Immunities fire                                  Damage Resistance nonmagical bludgeoning, piercing, and
         Senses passive Perception 17                              slashing (from stoneskin)
         Languages Giant                                         Damage Immunities fire
         Challenge 10 (5,900 XP)       Proficiency Bonus +4      Senses passive Perception 12
                                                                 Languages Giant
         Arcane Firearm. When the giant casts a spell, roll a d8, and the   Challenge 15 (13,000 XP)      Proficiency Bonus +5
         giant gains a bonus to one of the spell’s damage rolls equal to the
         number rolled.                                          Aura of Conquest. If the giant isn't incapacitated, a creature
         Actions                                                 frightened of the giant that starts its turn within 30 feet of the giant
                                                                 takes 10 (3d6) psychic damage and has its speed is reduced to 0.
         Multiattack. The giant makes two Handaxe attacks.
                                                                 Legendary Resistance (1/Day). If the giant fails a saving throw, it
         Handaxe. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft.   can choose to succeed instead.
         or range 40/120 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
                                                                 Actions
         Spellcasting. The giant is a 12th-level spellcaster. Its spellcasting
                                                                 Multiattack. The giant makes two Longsword attacks.
         ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
         It has the following artificer spells prepared:         Longsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one
         Cantrip (at will): fire bolt (3d10), mage hand, mending   target. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing
         1st level (4 slots): absorb elements, catapult, cure wounds, grease,   damage if used with two hands, plus 4 (1d8) fire damage.
           shield, thunderwave
                                                                 Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one
         2nd level (3 slots): heat metal, see invisibility, scorching ray, shatter
                                                                 target. Hit: 29 (4d10 + 7) bludgeoning damage plus 9 (2d8) fire
         3rd level (3 slots): fireball, flame arrows, fly, haste, wind wall
                                                                 damage.
         Arcane Turret (Recharges after a Short or Long Rest).The giant
                                                                 Spellcasting. The giant is a 14th-level spellcaster. Its spellcasting
         magically summons a Large turret in an unoccupied space on a
                                                                 ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It
         horizontal surface within 5 feet of it.  The turret is a magical object
                                                                 has the following paladin spells prepared:
         that occupies its space and that has crablike legs. It has an AC of 18
                                                                 1st level (4 slots): armor of Agathys, command, compelled duel,
         and 120 hit points. It is immune to poison damage, psychic damage,
                                                                   detect evil and good, wrathful smite
         and all conditions. If it is forced to make an ability check or a saving
                                                                 2nd level (3 slots): aid, hold person, magic weapon, spiritual weapon
         throw, treat all its ability scores as 10 (+0). If the mending spell is
                                                                 3rd level (3 slots): bestow curse, blinding smite, dispel magic, fear
         cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0
                                                                 4th level (1 slot): banishment, find greater steed, stoneskin*
         hit points or after 10 minutes. The giant can dismiss it early as an
         action.                                                 *The giant casts this spell on itself before combat
         When the giant summons the turret, it decides which type it is,   Conquering Presence (Recharges after a Short or Long Rest).
         choosing from the options listed below:                 The giant forces each creature of its choice that it can see within
           1. Flamethrower. The turret exhales fire in an adjacent 30-foot   30 feet of it to make a DC 16 Wisdom saving throw. On a failed
         cone that you designate. Each creature in that area must make a DC   save, a creature becomes frightened of the giant for 1 minute. The
         15 Dexterity saving throw, taking 13 (3d8) fire damage on a failed   frightened creature can repeat this saving throw at the end of each
         save or half as much damage on a successful one. The fire ignites   of its turns, ending the effect on itself on a success.
         any flammable objects in the area that aren’t being worn or carried.
           2. Force Ballista. Make a ranged spell attack, originating from the   Legendary Actions
         turret, at one creature or object within 120 feet of it. On a hit, the
                                                                 The giant can take 3 legendary actions, choosing from the options
         target takes 18 (4d8) force damage and if the target is a creature, it
                                                                 below. Only one legendary action option can be used at a time and
         is pushed up to 10 feet away from the turret.           only at the end of another creature's turn. The giant regains spent
           3. Defender. The turret emits a burst of positive energy that grants   legendary actions at the start of its turn.
         itself and each creature of your choice within 20 feet of it 2d8 + 3
                                                                 Move. The giant moves up to half its speed.
         temporary hit points.
                                                                 Oppressing Word.  The giant casts command or hold person.
           On each of its turns, the giant can take a bonus action to cause
                                                                 Burning Glare of Surtur. The giant turns its gaze toward one
         the turret to activate if it is within 60 feet of it. As part of the same
                                                                   creature it can see within 60 feet of it and commands it to combust.
         action, the giant can direct the turret to walk or climb up to 20 feet
                                                                   The target must succeed on a DC 16 Wisdom saving throw.  On a
         to an unoccupied space.
                                                                   failed save, the target takes 13 (3d8) fire damage and is frightened
           The giant can use an action to command the turret to detonate
                                                                   until the end of its next turn.  On a successful save, the target takes
         if is within 60 feet of it. Doing so destroys the turret and forces
                                                                   half as much damage and isn't frightened.
         each creature within 20 feet of it to make a DC 15 Dexterity saving
                                                                 Longsword (Costs 2 Actions). The giant makes a Longsword
         throw, taking 21 (6d6) force damage on a failed save or half as much
                                                                 attack.
         damage on a successful one.
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