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King Hekaton
- STR
- 29 (+9)
- DEX
- 14 (+2)
- CON
- 20 (+5)
- INT
- 16 (+3)
- WIS
- 18 (+4)
- CHA
- 18 (+4)
Hekaton can breathe air and water.
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
Hekaton makes two broken chain attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 9) bludgeoning damage.
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 18 (3d10 + 2) piercing damage.
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.
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.
Find this creature in the encounter builder

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