Huge giant, Chaotic Good
| Armor Class | 14 (hide armor) |
|---|---|
| Hit Points | 200 (20d12 + 100) |
| Speed | 50 ft., swim 50 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) |
| Saving Throws | Cha +9, Con +10, Str +14, Wis +9 |
|---|---|
| Skills | Arcana +8, Athletics +14, History +8, Perception +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold |
| Damage Immunities | lightning; thunder |
| Condition Immunities | — |
| Senses | passive Perception 19 |
| Languages | Common, Giant |
| Challenge | 13 |
Serissa can breathe air and water.
Serissa makes two maul attacks.
Melee Attack Roll: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) bludgeoning damage.
Ranged Attack Roll: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Serissa hurls a magical lightning bolt at a point it 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.
Serissa'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