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Lightning Hulk

Large elemental, Chaotic Neutral

Armor Class 15

Hit Points 102 (12d10 + 36)

Speed fly 90 ft.

STR 18 (+4)
DEX 21 (+5)
CON 16 (+3)
INT 14 (+2)
WIS 14 (+2)
CHA 15 (+2)

Saving Throws DEX +9, CON +7, WIS +6, CHA +6

Skills Perception +6

Damage Resistances cold, thunder, [object Object]

Damage Immunities lightning, poison

Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses passive Perception 16

Languages Auran, Giant

Challenge 9

Illumination. The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Lightning Form. The lightning hulk can enter a hostile creature's space and stop there. The first time the lightning hulk enters a creature's space on a turn, or if it begins its turn in a creature's space, that creature takes 7 (2d6) lightning damage. The hulk can also move through a space as narrow as 1 inch without squeezing. A creature that touches the lightning hulk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.

Actions

Arc Lightning. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60 ft., one target. Hit: 18 (4d8) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn, and lightning jumps from the target to another creature of the lightning hulk's choice that it can see within 30 feet of the target. The second creature must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) lightning damage.

Source

Bigby Presents: Glory of the Giants, p. 158