King Hekaton

Huge Giant, Chaotic Good

STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Amphibious.

Hekaton can breathe air and water.

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:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Actions

Multiattack.

Hekaton makes two broken chain attacks.

Broken Chain.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 9) bludgeoning damage.

Ballista.

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage.

Lightning Strike (Recharge 5-6).

Hekaton hurls a magical lightning bolt at a point he 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.

Thunderous Stomp (Recharge 6).

Hekaton stomps the ground, triggering a thunderclap. All other creatures within 15 feet of him must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Hekaton's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.

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King Hekaton

Source: Storm King's Thunder, p. 222 - Licenses and attribution