Huge giant, chaotic neutral
- Armor Class
- 15 (natural armor)
- Hit Points
- 262 (21d12 + 128)
- Speed
- 40 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Con +10, Int +6, Wis +7
- Skills
- Insight +7, Deception +11, Perception +7, Sleight of hand +9
- Senses
- passive Perception 17
- Languages
- Common, Giant
Traits
The giant has advantage on Wisdom (Perception) checks that rely on smell.
Actions
The giant makes two attacks with its morningstar.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
Spellcasting
The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared: