Silver Giant (5e Creature)
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Huge giant, any chaotic alignment
Saving Throws Str +14, Con +10, Wis +9, Cha +9
Alert. The giant naturally gains a +5 bonus to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.
Amphibious. The giant can breathe air and water.
Athlete. When the giant is prone, standing up only uses 5 feet of his movement. The giant can make a running long jump or a running high jump after moving only 10 feet on foot, rather than 20 feet.
Brute. A melee weapon deals one extra die of its damage when the giant hits with it (included in the attack).
Charge. If the giant moves at least 30 feet straight toward a target and then hits it with a shield bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
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:
Quick Reflexes. The giant gets one extra reaction.
Rampage. When the giant reduces a creature to 0 hit points with a melee attack on its turn, the giant can take a bonus action to move up to half its speed and make a longsword attack.
Multiattack. The giant makes three melee attacks, only one of which may be a shield bash.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (7d6 + 9) slashing damage.
Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) slashing damage or 31 (4d10 + 9) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 19 (4d4 + 9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Earthly Shake (Recharges after a Short or Long Rest). The giant strikes the ground with its feet or weapon, triggering an earthquake. All other creatures on the ground within 60 feet of the giant must make a DC 18 Strength saving throw. On a failed save, a creature takes 16 (3d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Battle Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the giant's next turn. The giant can then make one attack as a bonus action.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the giant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the giant. A creature can benefit from only one Leadership die at a time. This effect ends if the giant is incapacitated.
Deflect. The giant adds 2 to its AC against one ranged attack that would hit it. To do so, the giant must see the attacker and be wielding a shield.
Parry. The giant adds 4 to its AC against one melee attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.
Unbridled Fury. In response to being hit by a melee attack, the giant can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.
On a rare occasion, a storm giant and tungsten giant come together in matrimony and bear a powerful child. That child is known as a silver giant, after their light grey skin and dark grey hair. The most imposing physical feature they have is a pair of emerald eyes that sparkle with red electricity. They're forces to be reckoned with, but like their parents, they're normally benevolent and wise. They live far away from humanoid civilization and live out the wishes of both their parents, training and writing in their history texts, but watching for signs and omens of Annam all the while. They watch for any sign of events in need of action, at which point they leap into the fray armed with honed skills and bolts of red lightning.