Maelstrom

14
20016d12 + 96
+4(14)
40 ft.fly 20 ft.
MODSAVE
STR27+8+8
DEX10+0+0
CON22+6+10
MODSAVE
INT12+1+1
WIS16+3+7
CHA16+3+3

Skills Insight +7, Perception +11

Senses Passive Perception 21

Languages Common, Giant

Actions


Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.

Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.

Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):

At Will:. At Will: Detect Magic, Fog Cloud, Light1/Day Each: Control Weather, Gaseous Form, Telekinesis

Bonus Actions


Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.

18
16213d12 + 78
+3(13)
30 ft.
MODSAVE
STR25+7+7
DEX9-1+3
CON23+6+10
MODSAVE
INT10+0+0
WIS14+2+2
CHA13+1+5

Skills Athletics +11, Perception +6

Immunities Fire

Senses Passive Perception 16

Languages Giant

Actions


Multiattack. The giant makes two attacks, using Flame Sword or Hammer Throw in any combination.

Flame Sword. Melee Attack Roll: +11, reach 10 ft. Hit: 21 (4d6 + 7) Slashing damage plus 10 (3d6) Fire damage.

Hammer Throw. Ranged Attack Roll: +11, range 60/240 ft. Hit: 23 (3d10 + 7) Bludgeoning damage plus 4 (1d8) Fire damage, and the target is pushed up to 15 feet straight away from the giant and has Disadvantage on the next attack roll it makes before the end of its next turn.

15
14913d12 + 65
+2(12)
40 ft.
MODSAVE
STR23+6+6
DEX9-1-1
CON21+5+8
MODSAVE
INT9-1-1
WIS10+0+3
CHA12+1+4

Skills Athletics +9, Perception +3

Immunities Cold

Senses Passive Perception 13

Languages Giant

Actions


Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.

Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.

Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.

Bonus Actions


War Cry (Recharge 5–6). The giant or one creature of its choice that can see or hear it gains 16 (2d10 + 5) Temporary Hit Points and has Advantage on attack rolls until the start of the giant’s next turn.

17
12611d12 + 55
+5(15)
40 ft.
MODSAVE
STR23+6+6
DEX15+2+5
CON20+5+8
MODSAVE
INT10+0+0
WIS12+1+4
CHA9-1-1

Skills Athletics +12, Perception +4, Stealth +5

Senses Darkvision 60 ft., Passive Perception 14

Languages Giant

Actions


Multiattack. The giant makes two attacks, using Stone Club or Boulder in any combination.

Stone Club. Melee Attack Roll: +9, reach 15 ft. Hit: 22 (3d10 + 6) Bludgeoning damage.

Boulder. Ranged Attack Roll: +9, range 60/240 ft. Hit: 15 (2d8 + 6) Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.

Reactions


Deflect Missile (Recharge 5–6). Trigger: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that damage is reduced to 0, the giant can redirect some of the attack’s force. Dexterity Saving Throw: DC 17, one creature the giant can see within 60 feet. Failure: 11 (1d10 + 6) Force damage.