b'Giant, Cave Giant Shaman \n'b'  Family:   Giant  \n'b'  Huge   giant ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  207 (18d12 + 90)  Speed  40 ft.\n'b' STATS STR: 27 (+8) DEX:  10 (+0)  CON:  20 (+5)  INT:  10 (+0)  WIS:  15 (+2)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +5,  Con  +10,  Wis  +7  Skills   Arcana  +5,  Athletics  +13,  Perception  +7,  Survival  +7  Senses   darkvision  120 ft., passive  Perception  17  Languages  Common, Giant  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'   Sunlight Petrification . If the cave giant shaman starts its turn in sunlight, it takes 20 radiant damage. While in sunlight, it moves at half speed and has disadvantage on  attack  rolls and ability checks. If the giant is reduced to 0  hp  while in sunlight, it is  petrified . \n'b'  Spellcasting . The cave giant shaman is a 14th-level spellcaster. Its spellcasting ability is  Charisma  (save DC 18, +10 to hit with spell attacks). The shaman has the following  wizard  spells prepared:\n'b'\n'b'   Cantrips (at will) :  acid splash ,  mage hand ,  mending ,  prestidigitation ,  shocking grasp  \n'b'  1st level (4 slots) :  burning hands ,  expeditious retreat ,  fog cloud ,  shield  \n'b'  2nd level (3 slots) :  enlarge/reduce ,  shatter ,  spider climb ,  web  \n'b'  3rd level (3 slots) :  gaseous form ,  haste ,  lightning bolt ,  water breathing  \n'b'  4th level (3 slots) :  ice storm ,  polymorph ,  wall of fire  \n'b'  5th level (2 slots) :  cloudkill ,  insect plague  \n'b'  6th level (1 slot) :  disintegrate  \n'b'  7th level (1 slot) :  reverse gravity  \n'b'\n'b'  Actions \n'b'   Multiattack . The cave giant shaman makes two attacks: one with its club and one with its tusks. \n'b'  Club .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 15 (3d4 + 8) bludgeoning damage. \n'b'  Tusks .  Melee Weapon Attack : +13 to hit, reach 10 ft., one target.  Hit : 22 (4d6 + 8) slashing damage, and, if the target is a Large or smaller creature, it must succeed on a DC 20  Strength  saving throw or be knocked  prone . \n'b'  Rock .  Ranged Weapon Attack : +13 to hit, range 60/240 ft., one creature.  Hit : 30 (4d10 + 8) bludgeoning damage. \n'b'\n'b' ABOUT \n'b' This massive, bipedal creature has a slight hunch, making its long arms appear even longer. It wields a massive club etched with sigils. A pair of yellow tusks, adorned with rings of all materials, protrudes from its lower jaw. \n'b' Cave giant shamans are gifted spellcasters who believe they are suited to consume spellcasting humanoids and absorb the humanoids\xe2\x80\x99 power. While the truth to this claim is dubious, there is no doubting their arcane prowess. They gravitate toward magic that allows them to change the composition of all materials, including air, flesh, and stone. \n'b'  Practical Leader . Cave giant shamans are less superstitious than lesser cave giants and have learned to employ superstitions as a weapon to maintain power or convince the giants to do something they may not otherwise wish to do. Despite their more practical approaches to the world around them, cave giant shamans still jealously hoard the flesh of known spellcasters to sustain or enhance their power.'