THE SHARED REFERENCE Adventurer

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.

Quick preview