Giant, Hecatoncheir

Family: Giant

Gargantuan giant, lawful neutral

Armor Class 22 (natural armor)
Hit Points 512 (25d20 + 250)
Speed 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 15 (+2) 30 (+10) 10 (+0) 8 (-1) 24 (+7)

Damage Immunities lightning, thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Skills Perception +7
Senses truesight 120 ft., passive Perception 17
Languages Common, Giant
Challenge 26 (90,000 XP)

Special Traits

  • Multiple Heads. The hecatoncheir has fifty heads. While it has more than one head, the hecatoncheir has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hecatoncheir takes 10 or more damage in a single turn, one of its heads dies. If all its heads die, the hecatoncheir dies.
  • Reactive Heads. For each head the hecatoncheir has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
  • Wakeful. While the hecatoncheir sleeps, at least one of its heads is awake.
  • Legendary Resistances (3/Day). If the hecatoncheir fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The hecatoncheir has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The hecatoncheir’s weapon attacks are magical.
  • Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The hecatoncheir makes three melee attacks and then uses Fling or Pummel.
  • Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the target is grappled (escape DC 26). The hecatoncheir can grapple up to four targets. When the hecatoncheir moves, all creatures it is grappling move with it.
  • Pummel. The hecatoncheir pounds six of its fists at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 18 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
  • Fling. One Large or smaller object held or creature grappled by the hecatoncheir is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
  • Boulder Barrage (Recharge 4-6). The hecatoncheir throws boulders in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 88 (25d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The hecatoncheir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. the hecatoncheir regains spent legendary actions at the start of its turn.

  • Fling. The hecatoncheir makes one slam attack or uses its Fling.
  • Thundercrack (Costs 2 Actions). The hecatoncheir unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 26 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of the hecatoncheir’s next turn.
  • Screaming Gale (Costs 3 Actions). The hecatoncheir releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

ABOUT

From the shoulders of this gigantic amalgam of beings spring a hundred arms. It has fifty heads upon its shoulders.

The hecatoncheries are the sons of Gaia and Uranus who were betrayed by their father and locked in Tartarus. Zeus later enlisted them in the war against the Titans and set them as guardians of the gates to Tartarus.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.

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