King Hekaton

(Storm King's Thunder)

Huge giant, Chaotic Good

Armor Class16 (scale mail)
Hit Points330 (20d12 + 100)
Speed50 ft., swim 50 ft.
STRDEXCONINTWISCHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Saving ThrowsCha +9, Con +10, Str +14, Wis +9
SkillsArcana +8, Athletics +14, History +8, Perception +9
Damage Vulnerabilities—
Damage Resistancescold
Damage Immunitieslightning; thunder
Condition Immunities—
Sensespassive Perception 19
LanguagesCommon, Giant
Challenge13

Traits

Amphibious.

Hekaton can breathe air and water.

Actions

Multiattack.

Hekaton makes two broken chain attacks.

Broken Chain.

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

Ballista.

Ranged Attack Roll: +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.

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 each/day: control weather, water breathing