Monster
Scion of Memnor
Outside your table’s allowed sources
Official reference · BGG · 2014
- Creature type
- Giant
- Size
- Gargantuan
- Armor class
- 20 (natural armor)
- Hit points
- 656 (32d20 + 320)
- Speed
- Walk 60 ft., Fly 80 ft. (hover)
- Challenge rating
- 26
- Alignment
- Chaotic Neutral
- Strength
- 30
- Dexterity
- 18
- Constitution
- 30
- Intelligence
- 24
- Wisdom
- 22
- Charisma
- 26
- Passive Perception
- 24
- Saving Throws
- dex: +12; cha: +16
- Skills
- arcana: +15; perception: +14
- Senses
- truesight 120 ft.
- Languages
- Giant, Primordial
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- thunder
- Condition Immunities
- charmed, frightened, paralyzed, petrified
Traits
Flyby
The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Legendary Resistance (6/Day)
If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance
The scion has advantage on saving throws against spells and other magical effects.
Siege Monster
The scion deals double damage to objects and structures.
Actions
Multiattack
The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Cloud Morningstar
Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) force damage plus 22 (4d10) thunder damage.
Wind Javelin
Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 42 (5d12 + 10) thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Slam
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.
Thunderous Vortex (Recharge 5–6)
The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12) thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next turn.
Bonus actions
Fog of Deception
The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of Deception for the next 24 hours.
Regional effects
The region surrounding a scion of Memnor is altered by the giant's magic, creating one or more of the following effects:
- Compulsory Offering: The first time a sapient creature comes within 6 miles of the scion, the creature must succeed on a DC 15 Wisdom saving throw or feel an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only once by this compulsion.
- Empowered Cloud Giants: Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
- Mischievous Whispers: Whispers can be heard on the wind within 1 mile of the scion. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as instructions for a prank they can play on others.
If the scion dies, these effects end immediately.