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Scion of Memnor

Gargantuan giant (titan), Chaotic Neutral

Armor Class 20 (natural armor)

Hit Points 656 (32d20 + 320)

Speed 60 ft., fly 80 ft.

STR 30 (+10)
DEX 18 (+4)
CON 30 (+10)
INT 24 (+7)
WIS 22 (+6)
CHA 26 (+8)

Saving Throws DEX +12, CHA +16

Skills Arcana +15, Perception +14

Damage Resistances cold, fire, lightning, [object Object]

Damage Immunities thunder

Condition Immunities charmed, frightened, paralyzed, petrified

Senses truesight 120 ft., passive Perception 24

Languages Giant, Primordial

Challenge 26

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.

Source

Bigby Presents: Glory of the Giants, p. 167