19 (natural armor)
444 (24d20 + 192)
60 ft.
wis +14, dex +12
acrobatics +12, perception +14
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
acid
charmed, frightened, paralyzed, petrified
truesight 120 ft.
Giant, Primordial
23
+7
If the scion fails a saving throw, it can choose to succeed instead.
The scion has advantage on saving throws against spells and other magical effects.
The scion deals double damage to objects and structures.
The scion makes one Crystal Club attack and two Slam attacks, then uses Entombing Grasp if available. Alternatively, the scion makes two Runic Boulder attacks.
Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Hit or Miss: The scion can cause the club to flare with bright light, and the target must succeed on a DC 22 Constitution saving throw or take 18 (4d8) radiant damage and have the blinded condition until the start of the scion's next turn. Blinded: • A blinded creature can't see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) force damage.
Ranged Weapon Attack: +16 to hit, range 120/480 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. Hit or Miss: The boulder explodes. The target and each creature within 30 feet of it must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) force damage and has the prone condition. On a successful save, a creature takes half as much damage only.
The scion wreathes its hand in petrifying magic and touches one Huge or smaller creature it can see within 20 feet of itself. The target must succeed on a DC 24 Dexterity saving throw or take 28 (8d6) force damage and have the grappled condition (escape DC 19). At the start of the scion's next turn, if the target is still grappled, the target has the petrified condition.
The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot radius circle centered on itself. Each creature on the ground in that area that is concentrating must succeed on a DC 24 Constitution saving throw or lose concentration.