Monster
King Hekaton
Outside your table’s allowed sources
Official reference · SKT · 2014
- Creature type
- Giant
- Size
- Huge
- Armor class
- 16 (scale mail)
- Hit points
- 330 (20d12 + 100)
- Speed
- Walk 50 ft., Swim 50 ft.
- Challenge rating
- 13
- Alignment
- Chaotic Good
- Strength
- 29
- Dexterity
- 14
- Constitution
- 20
- Intelligence
- 16
- Wisdom
- 18
- Charisma
- 18
- Passive Perception
- 19
- Saving Throws
- str: +14; con: +10; wis: +9; cha: +9
- Skills
- arcana: +8; athletics: +14; history: +8; perception: +9
- Languages
- Common, Giant
- Resistances
- cold
- Immunities
- lightning, thunder
Traits
Amphibious
Hekaton can breathe air and water.
Actions
Multiattack
Hekaton makes two broken chain attacks.
Broken Chain
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 9) bludgeoning damage.
Ballista
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
Lightning Strike (Recharge 5–6)
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.
Thunderous Stomp (Recharge 6)
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.
Innate Spellcasting
The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing