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.
118
Bestiary

