Sea Giant

Large giant, chaotic neutral

Armor Class

17 (natural armor)

Hit Points

178 (17d10 + 85)

Speed

40 ft., swim 30 ft.

STR

29 (+9)

DEX

14 (+2)

CON

20 (+5)

INT

17 (+3)

WIS

18 (+4)

CHA

19 (+4)

Senses

darkvision 120 ft., passive Perception 18

Saving Throws

Con +9

Skills

Acrobatics +6, Athletics +13, Intimidation +8, Perception +8, Stealth +6

Languages

Aquan, Common, Giant

Challenge

9 (5,000 XP)

Amphibious. The sea giant can breathe air and water.

Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: create or destroy water, detect magic

  • 5/day: control water

  • 3/day: control weather

Actions

Multiattack. The sea giant makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.

Crushing Pressure (Recharge 5–6). The sea giant chooses an area of water no larger than a 50-foot cube with 30 ft. of it. The water pressure within the space magically increases, and creatures within the area treat it as difficult terrain. In addition, any creature who enters or begins its turn within the area must make a DC 18 Constitution saving throw, taking 18 (4d8) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. The area remains affected by this magic for 1 minute, until the sea giant dismisses it as an action, or the sea giant dies.

large
giant
cr9
tome-of-horrors