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Hecatoncheires Magic Weapons.

the hecatoncheires's weapon attacks


are magical.
Huge giant, chaotic evil
Legendary Resistance (3/Day). If the hecatoncheires fails
Armor Class 17 (half plate) a saving throw, it can choose to succeed instead.
Hit Points 495 (30d12 + 300)
Speed 40 ft. Actions
Multiattack. The hecatoncheires makes five greatsword
STR DEX CON INT WIS CHA attacks or two boulder attacks.
30 (+10) 15 (+2) 30 (+10) 14 (+2) 16 (+3) 24 (+7) Greatsword. Melee Weapon Attack: +18 to hit, reach
15 ft., one target. Hit: 31 (6d6 + 10) slashing damage.
Saving Throws Str +18, Con +18, Dex +10, Wis +11 Boulder. Ranged Weapon Attack: +10 to hit, range
Skills Athletics +18, History +10, Insight +11, 60/240 ft., one target. Hit: 36 (4d12 + 10)
Intimidation +15, Perception +19 bludgeoning damage.
Damage Resistances bludgeoning, piercing, and
slashing damage from nonmagical attacks Flurry of Blades. The hecatoncheires swings its swords
Damage Immunities lightning furiously. Each creature within 15 feet of the
Condition Immunities blinded, charmed, deafened, hecatoncheires must make a DC 26 Dexterity Saving
frightened, paralyzed, petrified, stunned Throw, taking 87 (25d6) Slashing Damage on a failed
Senses blindsight 100 ft., passive Perception 29 save, or half as much damage on a successful one.
Languages Celestial, Giant, telepathy 120 ft.
Challenge 25 (75,000 XP) Reactions
Parry. The hecatoncheires adds 8 to its AC against one
Regeneration. the hecatoncheires regains 30 hit points melee attack that would hit it. To do so, the
at the start of its turn if it has at least 1 hit point. hecatoncheires must see the attacker and be wielding a
melee weapon.
Reactive. the hecatoncheires can take one reaction on
every turn in combat.
Legendary Actions
Immutable Form. the hecatoncheires is immune to any
spell or effect that would alter its form. The hecatoncheires can take 3 legendary actions,
choosing from the options below. Only one legendary
Magic Resistance. the hecatoncheires has advantage on action option can be used at a time and only at the end
saving throws against spells and other magical effects. of another creature's turn. The hecatoncheires regains
Innate Spellcasting. The hecatoncheires's innate spent legendary actions at the start of its turn.
spellcasting ability is Charisma (spell save DC 23, +15
to hit with spell attacks). It can innately cast the Greatsword. The Hecatoncheires makes a greatsword
attack.
following spells, requiring no material components:
Disengage. The Hecatoncheires moves up to half its
At will: fly, true seeing speed without provoking opportunity attacks.
The Paladin stood his ground against the monstrosity,
trusting that his faith in Avandra would serve him in battle
against the dread abomination - as it was the Eladrin utilised
something more immediate...

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