monsters giant cr-11-16 Tome of Beasts 2

Cave Giant Shaman

This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._ Cave giant shama...

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Cave Giant Shaman

Huge Giant, chaotic evil

Armor Class 16 (natural armor)

Hit Points 207 (18d12+90)

Speed 40 ft.

STR
27 (+8)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
21 (+5)

Saving Throws Dex +5, Con +10, Wis +7

Skills Arcana +5, Athletics +13, Perception +7, Survival +7

Damage Immunities

Condition Immunities

Senses darkvision 120 ft., passive Perception 17

Languages Common, Giant

Challenge 14 (11,500 XP)

Sunlight Petrification. If the cave giant shaman starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on attack rolls and ability checks. If the giant is reduced to 0 hp while in sunlight, it is petrified.
Spellcasting. The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is Charisma (save DC 18, +10 to hit with spell attacks). The shaman has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, mending, prestidigitation, shocking grasp 1st level (4 slots): burning hands, expeditious retreat, fog cloud, shield 2nd level (3 slots): enlarge/reduce, shatter, spider climb, web 3rd level (3 slots): gaseous form, haste, lightning bolt, water breathing 4th level (3 slots): ice storm, polymorph, wall of fire 5th level (2 slots): cloudkill, insect plague 6th level (1 slots): disintegrate 7th level (1 slots): reverse gravity

Actions

Multiattack. The cave giant shaman makes two attacks: one with its club and one with its tusks.
Club. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (3d4 + 8) bludgeoning damage.
Tusks. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage, and, if the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one creature. Hit: 30 (4d10 + 8) bludgeoning damage.

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This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw._ Cave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids’ power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone. **Practical Leader.** Cave giant shamans are less superstitious than lesser Open Game License

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