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:
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At will: create or destroy water, detect magic
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5/day: control water
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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.