Page 132 - Monster Manual Expanded III Dragonix
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Hill Giant Warlock of Ogrémoch                         Hill Giant Warlord
        Hill giant warlocks are rare, but a few are born every generation   The terrifying hill giant warlord inspires fear in both allies and
        with a natural affinity with the Elemental Earth. Most become   enemies. It is more cunning compared to its kin and leads hill
        shamans, but a handful hear the whispers of Ogrémoch and   giants, ogres, and other evil humanoids in pillages and raids
        commit their souls to the Prince of Evil Earth. In exchange, they   against civilized settlements. In combat, the warlord issues swift
        become powerful spellcasters that can command and manipulate   orders to guide its allies and smashes foes senseless with its
        the earth.                                             greatclub.



         Hill Giant Warlock of Ogrémoch                         Hill Giant Warlord
         Huge giant, chaotic evil                               Huge giant, chaotic evil

         Armor Class 14 (natural armor)                         Armor Class 15 (chain mail)
         Hit Points 168 (16d12 + 64)                            Hit Points 172 (15d12 + 75)
         Speed 40 ft.                                           Speed 40 ft.
             STR           DEX           CON           INT           WIS           CHA   STR           DEX           CON           INT           WIS           CHA
                 19 (+4)      10 (+0)      19 (+4)        8 (-1)       10 (+0)      16 (+3)         22 (+6)         8 (-1)        20 (+5)        7 (-2)       12 (+1)      12 (+1)

         Skills Perception +3
                                                                Saving Throws Str +10, Con +9, Wis +5
         Senses passive Perception 13
                                                                Skills Perception +5
         Languages Giant
                                                                Senses passive Perception 15
         Challenge 7 (2,900 XP)       Proficiency Bonus +3
                                                                Languages Giant
                                                                Challenge 10 (5,900 XP)       Proficiency Bonus +4
         Actions
         Multiattack. The giant makes two Greatclub attacks.    Actions
         Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.   Multiattack. The giant makes two Spiked Greatclub attacks.
         Hit: 17 (3d8 + 4) bludgeoning damage.
                                                                Spiked Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft.,
         Innate Spellcasting. The giant's innate spellcasting ability is   one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 4 (1d8)
         Charisma (spell save DC 14). It can innately cast the following spells,   piercing damage.
         requiring no material components:
                                                                Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one
         At will: detect magic, invisibility, levitate (self only), silent image
                                                                target. Hit: 22 (3d10 + 6) bludgeoning damage.
         Spellcasting. The giant is an 8th-level spellcaster. Its spellcasting
                                                                Battle Cry (1/Day). Each creature of the giant’s choice that is within
         ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It
                                                                30 feet of it, can hear it, and not already affected by Battle Cry gain
         regains its expended spell slots when it finishes a short or long rest.
                                                                advantage on attack rolls until the start of the giant's next turn. The
         It knows the following warlock spells:
                                                                giant can then make one attack as a bonus action.
         Cantrips (at will): lightning lure (2d8), poison spray (2d12), magic   Bonus Actions
           stone
         1st-4th level (2 4th-level slots): banishment, earthbind, erupting   Battle Command. The giant targets one ally it can see within 30
           earth, hellish rebuke, spike growth, meld into stone, stone shape,   feet of it. If the target can see or hear the giant, the target can use
           thunderstep, tongues.                                its reaction to make one melee attack or to take the Dodge or Hide
         Raise Earth (Recharge 5-6). The giant causes up to five square   action.
         columns of earth to burst from the ground it can see within range.   Legendary Actions
         Each column measures 5 feet square and has a height of up to 20
         feet and must be contiguous with at least one other column. The   The giant can take 3 legendary actions, choosing from the options
         ground where a column appears must be wide enough for its width,   below. Only one legendary action option can be used at a time and
         and it can target the ground under a creature if that creature is   only at the end of another creature's turn. The giant regains spent
         Medium or smaller. Each column has AC 5 and 50 hit points. When   legendary actions at the start of its turn.
         reduced to 0 hit points or after 1 minute has passed, a column   Lumber. The giant moves up to 15 feet.
         recedes back into the ground.                          Attack (Costs 2 Actions). The giant makes a melee or ranged
           If a column is created under a creature, that creature must succeed     attack.
         on a DC 14 Dexterity saving throw or be lifted by the column. A   Overhead Smash (Costs 3 Actions). The giant attacks with its
         creature can choose to fail the save.                    Greatclub.  If the attack hits, the target must succeed on a DC 18
           If a column is prevented from reaching its full height because of a     Constitution saving throw or be knocked unconscious for 1 minute.
         ceiling or other obstacle, a creature on the column takes 17 (5d6)     The unconscious target repeats the saving throw if it takes damage
         bludgeoning damage and is restrained, pinched between the column     and at the end of each of its turns, ending the effect on itself on a
         and the obstacle. The restrained creature can use an action to make     success.
         a DC 14 Strength or Dexterity check (the creature’s choice). On a   Terrify Foes (Costs 1-3 Actions). The giant targets up to 3 creatures
         success, the creature is no longer restrained and must either move     it can see within 30 feet of it. If the target can see and hear the
         off the column or fall off it.                           giant, the target must succeed on a DC 13 Wisdom saving throw or
         Reactions                                                become frightened.  A target is also paralyzed while frightened this
                                                                  way.  The effect lasts until the end of the target's next turn.  It costs
         Unyielding. When the giant is subjected to an effect that would move     1 legendary action per target.
         it, knock it prone, or both, it can use its reaction to be neither moved
         nor knocked prone.

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