Gloom Giant

Huge giant, neutral evil

Armor Class

15 (natural armor)

Hit Points

175 (14d12 + 84)

Speed

30 ft.

Saves

Dex +3, Con +10, Wis +6

Skills

Deception +6, Perception +4, Persuasion +6

Senses

darkvision 120 ft.

Languages

Giant

Challenge

10

Innate Spellcasting

The giant's innate spellcasting ability is Charisma (spell save DC 15). The giant can innately cast the following spells, requiring no components. • At will: prestidigitation • 1/Day: bane, darkness, dissonant whispers, sleep

Shadow of Gloom

When a creature starts its turn within 30 feet of the giant, it is engulfed in shadow. That creature must make a DC 15 saving throw or take 4 (1d8) psychic damage. If the save is successful, the creature is immune to this feature for 24 hours.

Sunlight Sensitivity

While in sunlight, the giant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack

The giant makes three melee attacks.

Spiked Club

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (4d12 + 7) piercing damage.

Groan of Gloom (Recharge 5-6)

The giant groans and any creature within 30 feet of it must succeed on a DC 15 Wisdom saving throw or take 16 (3d10) psychic damage, drop whatever they are holding, and become frightened for 1 minute. The target can repeat the saving throw at the end of the giant's turn, ending the effect on a success.