Cave Giant Shaman
Huge Giant, chaotic evil
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
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 Con +10, Dex +5, Wis +7
Skills Arcana +5, Survival +7, Athletics +13, Perception +7
Senses darkvision 120 ft., passive Perception 17
Languages Common, Giant
Challenge 14
Traits
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.






