Huge giant, neutral
Armor Class 17 (Natural Armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
| Ability | Score | Bonus | Saving Throws |
|---|---|---|---|
| Strength | 23 | +6 | +6 |
| Dexterity | 15 | +2 | +5 |
| Constitution | 20 | +5 | +8 |
| Intelligence | 10 | +0 | +0 |
| Wisdom | 12 | +1 | +4 |
| Charisma | 9 | -1 | -1 |
Skills Athletics +12, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. 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.
Fling. 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.
Rolling Rock. 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
Rock Catching. 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.
Source: Storm King's Thunder





