Huge giant, neutral evil
- Armor Class
- 17 (natural armor)
- Hit Points
- 170 (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.
The giant meditates for 1 hour, during which time it can do nothing else. At the end of the hour, provided the giant's meditation has been uninterrupted, it becomes petrified for 8 hours. At the end of this time, the giant is no longer petrified and gains tremorsense out to a range of 30 feet, as well as a measure of innate spellcasting ability for the next 24 hours.
Actions
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 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
The giant makes two adamantine 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.
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.
Spellcasting
The giant's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material components: