Ghosts of Saltmarsh

(Nancy Kaufman) #1
STORM GIANT QUINTESSENT
Some storm giants approaching the end of their natural
life spans seek an escape from death. They plumb the
depths of their powerful connection to the elements and
disperse themselves into nature. literally transforming
into semiconscious storms.

STORM GIANT QuINTESSENT
Huge giant (storm giant), chaotic good

Armor Class 12
Hit Points 230 (20d12 + 100 )
Speed SO ft. , fly SO ft. ( hover), swim SO ft.

STR
29 (+9)

DEX
14 {+2)

CO N

20 (+S)

INT

17 (+3)

WIS
20 (+S)

Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10

CHA
19 (+4)

Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities lightning, thunder
Senses truesight 60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (1 S, 000 XP)

Amphibious. The giant can breathe air and water.

ACTION S
Multiattack. The giant makes two Lightning Sword attacks or
uses Wind javelin twice.

Lightning Sword. Melee Weapon Attack: + 14 to hit , reach 15 ft.,
one target. Hit: 40 (9d6 + 9) lightning damage.
Wind javelin. The giant coalesces wind into a javelin-like form
and hurls it at a creature it can see within 600 feet of it. The
javelin is considered a magic weapon and deals 19 (3d6 + 9)
piercing damage to the target, striking unerringly. The javelin
disappears after it hits.

LEGENDARY ACTIONS
The giant can tak e 3 legendary actions, choosing fro m the op-
tions below. Only one legendary action option can be used at
a time and only at t he end of another creature's turn. The giant
regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must
succeed on a DC 18 Strength saving throw or be pushed up
to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4d10) thunder
damage on a failed save, or half as much damage on a suc-
cessful one.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end
this effect at the start of any of its turns, becoming a giant
once more and appearing in any location it chooses within
its lair. While d ispersed, the giant can' t take any actions other
than lair actions, and it can't be targeted by attacks, spells, or
other effects. The giant can't use this ability outside its lair,
nor can it use this ability if another creature is using a control
weather spell or similar magic to quell the storm.


SWARM OF ROT GRUBS
Rot grubs are finger-sized maggots that eat living or
dead flesh, although they can subsist on plant matter.
They infest corpses and piles of decaying matter and at-
tack living creatures that disturb them. After burrowing
into the flesh of a living creature, a rot grub instinctively
chews its way toward the heart in order to kill its host.
Rot grubs pose a threat both singly and as a swarm.
See the accompanying stat block for the mechanics of a
swarm of rot grubs.
A single rot grub has no stat block. Any creature that
comes into contact with one must make a DC 10 Dex-
terity saving throw. On a failed save, the rot grub bur-
rows into the creature's Oesh and deals 3 (ld6) piercing
damage at the start of each of the host creature's turns.
Applying fire to the wound before the end of the host
creature's next turn deals 1 fire damage to the host and
kills the infesting rot grub. After this time. the rot grub
is too far under the host creature's skin to be burned.
If a creature infested by one or more rot grubs ends its
turn with 0 hit points. it dies as the grubs burrow into its
heart and kill it. Any effect that cures disease kills all rot
grubs infesting the target. Burning a body kills any rot
grubs infesting it.

SWARM OF ROT GRUBS
Medium swarm of Tiny beasts, unaligned

Armor Class 8
Hit Points 22 (Sd8)
Speed S ft ., climb S ft.

STR
2 (- 4)

DEX
7 (-2)

CON

10 (+O)

INT

1 (-S)

WIS

2 (-4)

CHA
1 (-5)

Damage Resistances piercing, slashing I
Condition Immunities charmed, frightened, grappled, .J


  • ..


paralyzed, petrified, prone, restrained
Senses blindsight 10 ft., passive Perception 6
Languages-

.,...


Challenge 1 /2 (100 XP)

Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any opening large
enough for a Tiny maggot. The swarm can't regain hit points or
gain temporary hit points.

ACTION S
Bites. Melee Weapon At tack: +Oto hit, reach 0 ft., o ne creature
in the swarm's space. Hit: The target is infested by l d4 rot
grubs. At the start of each of the target's turns, the target takes
ld6 piercing damage per rot grub infesting it. Applying tire to
the bite wound before the end of the target's next turn deals
1 tire damage to the target and kills these rot grubs. After this
time, these rot grubs are too far under the skin to be burned.
If a target infested by rot grubs ends its turn with 0 hit points,
it dies as the rot grubs burrow into its heart and kill it. Any ef·
feet that cures disease kills all rot grubs infesting the target.

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