Page 157 - Monster Manual [11th Print]
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STORM GIANT
                                                            Huge giant, chaotic good

                                                            Armor Class  6   (scale mail)
                                                                     1
                                                            Hit Points 230  (20dl 2   +  100)
          STONE GIANT                                       Speed SO ft., swim 50 ft.
          Huge giant, neutral
                                                              STR     DEX    CON     INT    WIS    CHA
                                                             29  (+9)   14 (+2)   20  (+5)   16  (+3)   1 8   (+4)   18  (+4)
          Armor Class 1 7    (natural armor)
          Hit Points 1 2 6  (ll dl 2 +  55)
                                                            Saving Throws Str + 14, Con + 10, Wis  +9, Cha +9
          Speed 40 ft.
                                                            Skills Arcana +8, Athletics +14, History +8,  Perception +9
            STR     DEX    CON     I N T   WIS   CHA        Damage Resistances cold
                                                   1
           23  (+6)   1 5   (+2)   20 (+5)   10  (+OJ   12 (+l)   9  (- )    Damage Immunities lightning, thunder
                                                            Senses passive Perception  19
                                                            Languages Common, Giant
          Saving Throws  Dex +S, Con  +8, Wis +4
                                                            Challenge 13  (1 0,000 XP)
          Skills Athletics +12, Perception +4
          Senses darkvision 60 ft.,  passive  Perception 14
          Languages Giant                                   Amphibious. The giant can  breathe air and water.
          Challenge 7  (2,900 XP)
                                                            Innate Spellcasting. The giant's innate spellcasting ability is
                                                            Charisma (spell save DC 17). It can innately cast the following
                               h
                                         o
          Stone Camouflage. The giant  a s   advantage  n   Dexterity   spells, req uiring no material components:
          (Stealth)  checks  made to  hide  in  rocky terrain.
                                                                                f
                                                            At wi ll: detect magic.feather  a ll, levitate, light
          ACTI O  N S                                       3/day each: control weather, water breathing
          Multiattack. The giant  makes two greatclub attacks.   AC I O  N S
                                                               T
          Greatclub. Melee Weapon Attack: +9 to  hit,  reach  1 5   ft., one   Multiattack. The giant makes two greatsword attacks.
          target. Hit: 19  (3d8 + 6) bl udgeoning damage.
                                                            Greatsword. Melee Weapon Attack: +1 4 to h i t, reach 10 ft., one
          Rock. Ranged Weapon Attack: +9 to  hit,  range 60/240 ft., one   target. Hit: 30  (6d6 + 9)  slashing damage.
          target. Hit: 28  (4dl0 + 6)  bludgeoning damage.  If the target is a
                                                            Rock. Ranged Weapon Attack: + 14  to hit, range 60/240 ft., one
          creature, it mu st succeed on  a  D  C    1 7   Strength saving throw or
                                                            target. Hit: 35 (4dl2 + 9) bludgeoning damage.
          be knocked prone.
                                                            Lightning Strike (Recharge 5-6). The giant hurls a  magical
               T
          R E A C I O  N S
                                                            lightning bolt at a  point it can see within 500 feet of it.  Each
          Rock Catching.  If a  rock or similar object is  hurled at the giant,   creature within 10 feet of that point must make a  DC  7
                                                                                                  1
                                                                                 5
 • the giant can, with a  successful  DC  lO  Dexterity saving throw,   Dexterity saving throw, taking  4   (l 2d8)  lightning damage on a
          catch  the  missile and take  no  blu d geoning damage from  it.   failed save,  or  half as  much damage  on  a  successful one.
         i::=:::::::===================�====i
          GlANTS
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