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STORM  G IANT QUINTESSENT
             Some storm giants approaching the end of  their natural
             life spans seek an escape from death. They plumb the
             depths of  their powerful connection to the elements and
                                                               SWARM  OF ROT GRUBS
             disperse themselves into nature. literally transforming
             into semiconscious storms.                        Rot grubs are finger-sized maggots that eat living or
                                                               dead flesh, although they can subsist on plant matter.
                                                               They infest corpses and piles of decaying matter and at-
             STORM GIANT QuINTESSENT
                                                               tack living creatures that disturb them. After burrowing
             Huge giant (storm giant), chaotic good
                                                               into the flesh of  a living creature, a rot grub instinctively
                                                               chews its way toward the heart in order to kill its host.
             Armor Class 12
             Hit Points 230 (20d12 + 100)                        Rot grubs pose a threat both singly and as a swarm.
             Speed SO ft., fly SO ft. (hover), swim SO ft.     See the accompanying stat block for the mechanics of  a
                                                               swarm of  rot grubs.
               STR     DEX    CON     INT    WIS    CHA         A single rot grub has no stat block. Any creature that
              29 (+9)   14 {+2)   20  (+S)   17 (+3)   20 (+S)   19 (+4)   comes into contact with one must make a DC 10 Dex-
                                                               terity saving throw. On a failed save, the rot grub bur-
             Saving Throws Str +14, Con +10, Wis +10, Cha +9   rows into the creature's Oesh and deals 3 (ld6) piercing
             Skills Arcana +8, History +8, Perception +10      damage at the start of  each of  the host creature's turns.
             Damage Resistances cold; bludgeoning, piercing, and slashing
                                                               Applying fire to the wound before the end of  the host
              from nonmagical attacks
                                                               creature's next turn deals 1 fire damage to the host and
             Damage Immunities lightning, thunder
                                                               kills the infesting rot grub. After this time. the rot grub
             Senses truesight 60 ft., passive Perception 20
                                                               is too far under the host creature's skin to be burned.
             Languages Common, Giant
                                                               If  a creature infested by one or more rot grubs ends its
             Challenge 16 (1 S,000 XP)
                                                               turn with 0 hit  points. it dies as the grubs burrow into its
                                                               heart and kill it. Any effect that cures disease kills all rot
             Amphibious. The giant can breathe air and water.
                                                               grubs infesting the target. Burning a body kills any rot
                                                               grubs infesting it.
             A CTION S
             Multiattack. The giant makes two  Lightning Sword attacks or
             uses Wind javelin twice.                          SWARM OF ROT GRUBS
                                                               Medium swarm of  Tiny beasts, unaligned
             Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
             one target. Hit: 40 (9d6 + 9)  lightning damage.   Armor Class 8
                                                               Hit Points 22 (Sd8)
             Wind  javelin. The giant coalesces wind into a javelin-like form
                                                               Speed S ft., climb S ft.
             and hurls it at a creature it can see within 600 feet of  it. The
             javelin is considered a magic weapon and deals 19 (3d6 + 9)
                                                                 STR    DEX    CON      INT   WIS     CHA
             piercing damage to the target, striking unerringly. The javelin
                                                                2 (- 4)   7 (-2)   10 (+O )   1 (-S)   2 (-4)   1 (-5)
             disappears after it hits.
                                                               Damage Resistances piercing, slashing        I
             LEGENDARY ACTIONS
                                                               Condition Immunities charmed, frightened, grappled,   .J
             The giant can take 3 legendary actions, choosing from the op-  paralyzed, petrified, prone, restrained   - ..
             tions below. Only one legendary action option can be used at   Senses blindsight 10 ft., passive Perception 6   .,...
             a time and only at the end of  another creature's turn. The giant   Languages -
             regains spent legendary actions at the start of  its turn.   Challenge 1/2 (100 XP)
             Gust. The giant targets a creature it can see within 60 feet of it
              and creates a magical gust of  wind around it. The target must   Swarm. The swarm can occupy another creature's space and
              succeed on a DC 18 Strength saving throw or be pushed up   vice versa, and the swarm can move through any opening large
              to 20 feet in any horizontal direction the giant chooses.
                                                              enough for a Tiny maggot. The swarm can't regain hit points or
             Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
                                                              gain temporary hit points.
              creature it can see within 600 feet of  it. The target must make
              a DC 18 Dexterity saving throw, taking 22 (4d10)  thunder   ACTIO N S
              damage on a failed save, or half as much damage on a suc-
              cessful one.                                    Bites.  Melee Weapon Attack: +Oto hit, reach 0 ft., one creature
                                                               in the swarm's space. Hit: The target is infested by ld4 rot
            One with the Storm (3 Actions). The giant vanishes, dispersing
              itself into the storm surrounding its lair. The giant can end   grubs. At the start of  each of  the target's turns, the target takes
              this effect at the start of  any of  its turns, becoming a giant   ld6 piercing damage per rot grub infesting it. Applying tire to
              once more and appearing in any location it chooses within   the bite wound before the end of  the target's next turn deals
              its lair. While dispersed, the giant can't take any actions other   1 tire damage to the target and kills these rot grubs. After this
              than lair actions, and it can't be targeted by attacks, spells, or   time, these rot grubs are too far under the skin to be burned.
              other effects. The giant can't use this ability outside its lair,   If  a target infested by rot grubs ends its turn with 0 hit points,
              nor can it use this ability if another creature is using a control   it dies as the rot grubs burrow into its heart and kill it. Any ef·
              weather spell or similar magic to quell the storm.   feet that cures disease kills all rot grubs infesting the target.

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