Huge giant, neutral
Armor Class 20 (natural armor, 22 with shield)
Hit Points 270 (20d12 + 140)
Speed 40 ft.
|24 (+7)||10 (+0)||25 (+7)||14 (+2)||13 (+1)||16 (+3)|
Saving Throws Str +13, Dex +6, Wis +7
Skills Athletics +13, Intimidation +9
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Senses darkvision 120 ft., passive perception 11
Languages Common, Giant, Ignan
Challenge 17 (18,000 XP)
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17) . It can innately cast the following spells, requiring no material components:
At will: telekinesis (iron or steel objects only)
3/day each: heat metal
1/day each: wall of iron*
*the same as the spell Wall of Stone, except the panels are 1 inch thick iron with an 18 AC and 50 hit points.
Iron Will. On its initiative count +10, the hephaeston can remove one condition it is suffering, or move half its speed without provoking opportunity attacks, or make a greataxe attack.
Limited Spell Immunity. Unless the hephaeston chooses to be affected, it is immune to spells of 2nd level or lower. It has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The hephaeston's weapon attacks are magical.
Multiattack. The hephaeston makes two melee attacks.
Battleaxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage or 23 (3d10 + 7) slashing damage when wield two-handed and the target must make a DC 21 Strength saving throw or be pushed 10 feet, knocked prone, or have one item it is carrying knocked out of its hand, the hephaeston's choice.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage and if the target it Medium or smaller it must make a DC 21 Strength saving throw or be grappled.
Fling. If a creature ends its turn grappled by the hephaeston, the target is thrown up to 60 feet and knocked prone. If a thrown target strikes a solid surface, the target takes 4 (1d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone.