b'Giant, Candykin \n'b'  Family:   Giant  \n'b'  Gargantuan   giant  (candykin),  chaotic neutral  \n'b'  Armor Class  17 (natural armor) \n'b' Hit Points  232 (15d20 + 75) \n'b' Speed  60 ft.\n'b' STATS STR: 25 (+7) DEX:  11 (+0)  CON:  20 (+5)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +12 \n'b' Skills   Perception  +4,  Performance  +4 \n'b' Damage Vulnerabilities  fire, radiant \n'b' Damage Resistances  poison; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  petrification,  poisoned  \n'b' Senses  passive  Perception  14 \n'b' Languages  Common, Giant \n'b' Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Candyborn . Any creature can make a  Perception  check (DC 10) to determine if a creature is made of candy. As a  reaction , any creature with a mouth can bite the candykin, inflicting 1 point of piercing damage per creature\xe2\x80\x99s  size  (small inflicts 1 point, medium inflicts 2, etc.) or using its existing bite  attack . Bestial creatures with sharp teeth (as per the GM\xe2\x80\x99s discretion) inflict double damage. Creatures who inflict damage on a candykin with a bite are healed an equal amount. \n'b'  Collapsing Colossus . When the candykin giant drops to  0 hit points , it falls over. Any creature on the ground within 30 feet of the candykin giant must make a DC 13  Dexterity  saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is  restrained ,  blinded , and at risk of suffocating. To lift the corpse, the creature must make a DC 20  Strength  saving throw at the end of each of its turns, ending the  restrained ,  blinded , and risk of suffocation conditions on a success. \n'b'  Regeneration . The candykin regains 10  hit points  at the start of its turns if it is near a source of candy, like Candy Valley or the Valley of Mo. If the candykin takes fire damage, this trait doesn\xe2\x80\x99t function at the start of the candykin\xe2\x80\x99s next turn. The candykin dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Siege Monster . The candykin giant deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The candykin giant makes two  melee attack  with its fist. \n'b'  Fist .  Melee Weapon Attack : +12 to hit, reach 15 ft., one target.  Hit : 26 (3d12 + 7) bludgeoning damage. \n'b'  Stomp . The candykin giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20- foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 13  Dexterity  saving throw or take 33 (6d10) bludgeoning damage and fall  prone . Until the candykin giant uses its Stomp again or moves, the creature is  restrained . While  restrained  in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 20  Strength  check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the candykin giant and is no longer  restrained . Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save). \n'b'\n'b' REACTIONS \n'b'\n'b'  Sticky Flesh . When a creature misses the candykin with a melee weapon  attack , the candykin\xe2\x80\x99s flesh can catch the weapon. The attacker must succeed on a DC 20  Strength  saving throw, or the weapon becomes stuck to the candykin. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is  grappled  while the weapon is stuck. While stuck, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 10  Strength  check and succeeding. \n'b'\n'b' ABOUT \n'b' This taffy-colored giant is taller than four city blocks! When candykin combine in excess, they continue to grow. Candy giants are the culmination of a communal breakdown in Candy Valley. Normally, candykin keep each other in check by eating and absorbing those that break. \n'b' But in rare cases, one candykin goes on a rampage, consuming all the others. When this happens, a candy giant is born, a massive thing that uses its  size  to intimidate and threaten any creature it can find. They\xe2\x80\x99re cowards at heart though, terrified of being found out that they are in fact candykin.'