Huge giant, chaotic good
- Armor Class
- 16 (scale mail)
- Hit Points
- 330 (20d12 + 100)
- Speed
- swim 50 ft., 50 ft.
- Challenge
- 13 (10,000 XP)
- Saving Throws
- Cha +9, Con +10, Str +14, Wis +9
- Skills
- Arcana +8, History +8, Athletics +14, Perception +9
- Damage Resistances
- cold
- Damage Immunities
- lightning; thunder
- Senses
- passive Perception 19
- Languages
- Common, Giant
Traits
Hekaton can breathe air and water.
Actions
Hekaton makes two broken chain attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 9) bludgeoning damage.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
Hekaton hurls a magical lightning bolt at a point he can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Hekaton stomps the ground, triggering a thunderclap. All other creatures within 15 feet of him must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Hekaton's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.
Spellcasting
The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: