THE SHARED REFERENCE Adventurer

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

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