Armor Class
19
Stone Giant Rockspeaker
Huge Giant · Any Alignment
Hit Points
276 (24d12 + 120)
Speed
Walk 40 ft.
CR
16
Traits
Legendary Resistance (3/Day)
If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune
The giant has a stone rune inscribed on a mineral object in its possession. While holding or wearing the object bearing the rune, the giant can use its Prismatic Rays action.
The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and Psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest.
The object bearing the rune has AC 18; 30 hit points; and immunity to necrotic, poison, and Psychic damage. The object regains all its hit points at the end of every turn, but it turns to dust if reduced to 0 hit points or when the giant dies. If the rune is destroyed, the giant can inscribe a stone rune on an object in its possession when it finishes a short or long rest.
Actions
Multiattack
The giant makes three Prism Staff attacks.
Prism Staff
Melee Weapon Attack +11 to hit, reach 10 ft., one target. 16 () Bludgeoning damage plus 13 () Radiant damage.
Exploding Geode
The giant throws a geode at a point within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 13 () Piercing damage plus 13 () Radiant damage and has the condition until the end of its next turn. On a successful save, a creature takes half as much damage only. After the giant throws the geode, roll a ; on a roll of 4 or lower, the giant has no more geodes to throw.
Prismatic Rays (Requires Stone Rune)
The giant's stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll a to determine what ray affects it:
1-2: Blazing Red
On a failed save, the creature takes 35 () Radiant damage and has the condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.
3-4: Dreadful Blue
On a failed save, the creature takes 35 () Necrotic damage and has the condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.
5-6: Sapping Green
On a failed save, the creature takes 35 () Force damage and has the condition until the end of the giant's next turn. On a successful save, the creature takes half as much damage only.