Huge giant, neutral
- Armor Class
- 17 (natural armor)
- Hit Points
- 126 (11d12 + 55)
- Speed
- 40 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Con +8, Dex +5, Wis +4
- Skills
- Athletics +12, Perception +4
- Senses
- darkvision 60 ft., passive Perception 14
- Languages
- Giant
Traits
The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
The giant makes two greatclub attacks.
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.
The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save
Reactions
If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.