Shadowmoor Giant

Huge Giant, Chaotic Evil
LFL

Wandering Being of Majesty

Habitat Planar (Feywild) — Treasure Arcana

The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering their homeland in search of wondrous things or simply a place to rest. They are deeply in tune with nature but care little for the smaller denizens around them. At best, this makes a giant aloof and disinterested in the squabbles of boggarts, kithkin, elves, and others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots with enormous stone archways to ensure their respites go uninterrupted.
Smart adventurers avoid these archways for fear of evoking the sleeping giant's ire. Treasure hunters might search for the archways in hopes of finding the place abandoned but still stocked with a giant's valuable relics. Such treasure hunters do well to tread carefully, for when angered, these giants can unleash the might of mountains and crush foes with the force of an avalanche.

A giant in Shadowmoor takes great slumbers bordering on hibernation. These giants sleep for so long that they fuse with the surrounding earth, imbuing them with the land's ambient wild magic. The giants can mold and wield this wild magic to devastating effect.

AC 14

Initiative +2 (12)

HP 172 (15d12 + 75)

Speed 40 ft.

STR

22 (+6)

Save +6

DEX

14 (+2)

Save +2

CON

20 (+5)

Save +8

INT

7 (-2)

Save -2

WIS

19 (+4)

Save +7

CHA

8 (-1)

Save -1

Saving Throws CON +8, WIS +7

Senses Darkvision 120 ft., Passive Perception 14

Languages Giant

CR 8

Actions

Multiattack. The giant makes three attacks, using Tree Club or Boulder in any combination.

Tree Club. Melee Attack Roll: +9, reach 15 ft. Hit: 17 (2d10 + 6) Bludgeoning damage.

Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 13 (2d6 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Wild Magic Cataclysm (Recharge 5+). Dexterity Saving Throw: DC 15, each creature in a 20-foot-radius Sphere centered on a point within 120 feet. Failure: 28 (8d6) damage (roll 1d4 to determine damage type: 1-Acid; 2-Fire; 3-Lightning; 4-Thunder). Success: Half damage.