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Giant, Ash

Huge giant, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 21 (+5) 9 (-1) 12 (+1) 10 (+0)

Saving Throws Dex +6, Con +9, Wis +5
Skills Athletics +12, Perception +5
Damage Resistances poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Giant, Kirkut
Challenge 9 (5000 XP)

SPECIAL TRAITS

  • Radiation Sickness. Ash giants carry a contagious form of radiation poisoning that blisters and burns the flesh of those exposed. A creature that is poisoned by the giant’s attacks must make a DC 17 Constitution save at the end of each long rest. On a failed save, the creature gains a level of exhaustion. This exhaustion cannot be removed by a long rest until the creature is no longer poisoned. The radiation sickness ends for the creature if the poisoned condition ends. A creature that succeeds in two consecutive saving throws is no longer poisoned.

ACTIONS

  • Multiattack. The giant makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) bludgeoning damage and the target must succeed at a DC 17 Constitution saving throw or become poisoned. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage and the target must succeed at a DC 17 Constitution saving throw or become poisoned. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be forced prone.

REACTIONS

  • Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham