Stone Giant Rockspeaker

Huge giant (wizard), any alignment

Armor Class

19 (natural armor)

Hit Points

276 (24d12 + 120)

Speed

40 ft.

Saves

wis +7, con +10, dex +7, int +9

Skills

history +9, athletics +16, perception +7

Senses

darkvision 120 ft.

Languages

Common, Giant, Terran

Challenge

16

Proficiency Bonus

+5

Legendary Resistance (3/Day)

If the giant fails a saving throw, it can choose to succeed instead.

Stone Rune

The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action. The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest.

Actions

Multiattack

The giant makes three Prism Staff attacks.

Prism Staff

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 13 (3d8) radiant damage.

Exploding Geode

The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) piercing damage plus 13 (3d8) radiant damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a d6; on a roll of 4 or lower, the giant has no more geodes to throw. 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.

Prismatic Rays (Requires Stone Rune)

The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll a d6 to determine what ray affects it: 1-2: Blazing Red: On a failed save, the creature takes 35 (10d6) radiant damage and has the blinded condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only. 3-4: Dreadful Blue: On a failed save, the creature takes 35 (10d6) necrotic damage and has the frightened condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only. 5-6: Sapping Green: On a failed save, the creature takes 35 (10d6) force damage and has the incapacitated condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only. 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.