One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Played | 9 times |
Cloned | 1 times |
Created | 28 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Description
A massive humanoid elemental formed from jagged plates of dark, weathered stone, embodying the primal magic of the earth. It serves as an ancient, implacable guardian bound to sacred natural sites, awakening only to defend its ward from corruption or desecration.
Size | Huge |
Type | Elemental |
CR | 17 |
XP | 18000 |
Languages | None |
Armor Class | 20 |
HP Range | 256 - 384 (Avg: 320) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Aedric Gaze (1/Day)
The Stone Giant focuses the blue light in its eye on one creature within 60 feet. The target must succeed on a DC 18 Constitution saving throw or be affected by a Slow spell for 1 minute (no concentration required).
Earth Glide
The Stone Giant can move through earth and stone as if it were difficult terrain, leaving a disturbed tunnel behind.
Multiattack
The Stone Giant makes two slam attacks.
Rock Toss
Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.
Slam
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be knocked prone.
Unshackled Earth (Recharge 5-6)
The Stone Giant strikes the ground, sending a shockwave in a 30-foot radius. All creatures in that area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 44 (8d10) bludgeoning damage and is restrained by grasping stone hands until the end of its next turn. On a success, a creature takes half damage and is not restrained.