b'Giant, Terror \n'b'  Family:   Giant  \n'b'  Gargantuan   giant ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  248 (16d20+80)  Speed  50 ft.\n'b' STATS STR: 30 (+10) DEX:  15 (+2)  CON:  21 (+5)  INT:  11 (+0)  WIS:  16 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +10,  Cha  +9  Skills   Animal Handling  +10,  Athletics  +17,  Insight  +10,  Survival  +17  Damage Resistances  cold, fire, lightning, poison, thunder  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned   Senses   darkvision  300 ft., passive  Perception  13  Languages  Common, Deep Speech, Giant  Challenge  23 (50,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Grabbing Arm . The giant can use a bonus action to make a  Strength  ( Athletics ) check against one creature within 15 feet, grappling it on a success (escape DC 25). \n'b'  Legendary Resistance (3/Day) . If the giant fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The giant has advantage on saving throws made against spells and other magical effects. \n'b'  Magic Weapons . The giant\xe2\x80\x99s weapon attacks are magical. \n'b'  Third Arm . The giant has advantage on  Strength  ( Athletics ) checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The giant can use its Frightful Presence. It then attacks twice. \n'b'  Axe .  Melee Weapon Attack : +17 to hit, reach 15 ft., one target.  Hit : 46 (8d8+10) slashing damage and the target makes a DC 25  Strength  saving throw. On a failure, it is either knocked  prone  or pushed away 20 feet (the giant\xe2\x80\x99s choice). \n'b'  Rock or Tree .  Ranged Weapon Attack : +17 to hit, range 150/600 ft., one target.  Hit : 37 (6d8+10) bludgeoning damage and the target makes a DC 25  Dexterity  saving throw. On a failure, it is knocked  prone  and  restrained  by the tree (escape DC 25). \n'b'  Frightful Presence . Each creature of the giant\xe2\x80\x99s choice that is within 120 feet of it and aware of it must succeed on a DC 18  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the giant\xe2\x80\x99s Frightful Presence for the next 24 hours. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The giant regains spent legendary actions at the start of his turn. \n'b'\n'b'  Attack . The giant makes an  attack . \n'b'  Terrify . The giant chooses one  frightened  creature within 60 feet that can see it. The creature makes a DC 18  Wisdom  saving throw or spend its movement on its next turn trying to move as far away from the giant as it can. \n'b'  Cleaving Axe (Costs 2 Actions) . The giant swings its mighty axe in a 20-foot cone of destruction. Creatures and objects in the area make a DC 25  Dexterity  saving throw or take 46 (8d8+10) slashing damage. \n'b'\n'b' ABOUT \n'b' Deep within the world, lurking about grand caverns and stalking through underground seas, there walk beings so blasphemously ferocious that to look upon them inspires dread. The mutated skin of a terror giant is transparent and exposes the blood, bone, and muscle underneath but the most profound alteration in these creatures are the malformed third arms jutting out of their chests. Fortunately they are lazy and prone to inactivity, only stirring when food is nearby or to take care of the bulettes they keep as pets.'