Monster
Stone Giant Rockspeaker
Outside your table’s allowed sources
Official reference · BGG · 2014
- Creature type
- Giant
- Size
- Huge
- Armor class
- 19 (natural armor)
- Hit points
- 276 (24d12 + 120)
- Speed
- Walk 40 ft.
- Challenge rating
- 16
- Alignment
- Any alignment
- Strength
- 23
- Dexterity
- 15
- Constitution
- 20
- Intelligence
- 19
- Wisdom
- 14
- Charisma
- 10
- Passive Perception
- 17
- Saving Throws
- dex: +7; con: +10; int: +9; wis: +7
- Skills
- athletics: +16; history: +9; perception: +7
- Senses
- darkvision 120 ft.
- Languages
- Common, Giant, Terran
Traits
Legendary Resistance (3/Day)
If the giant fails a saving throw, it can choose to succeed instead.
The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.
The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest.
Actions
Multiattack
The giant makes three Prism Staff attacks.
Prism Staff
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 13 (3d8) radiant damage.
Exploding Geode
The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) piercing damage plus 13 (3d8) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a d6; on a roll of 4 or lower, the giant has no more geodes to throw.
Prismatic Rays (Requires Stone Rune)
The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll a d6 to determine what ray affects it:
1-2: Blazing Red
On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.
3-4: Dreadful Blue
On a failed save, the creature takes 35 (10d6) necrotic damage and has the frightened condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.
5-6: Sapping Green
On a failed save, the creature takes 35 (10d6) force damage and has the incapacitated condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.