Scion of Memnor

(Bigby Presents: Glory of the Giants)

Gargantuan giant (titan), Chaotic Neutral

Armor Class20 (natural armor)
Hit Points656 (32d20 + 320)
Speed60 ft., fly 80 ft. (hover)
STRDEXCONINTWISCHA
30 (+10) 18 (+4) 30 (+10) 24 (+7) 22 (+6) 26 (+8)
Saving ThrowsCha +16, Dex +12
SkillsArcana +15, Perception +14
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiesthunder
Condition Immunitiescharmed; frightened; paralyzed; petrified
Sensestruesight 120 ft., passive Perception 24
LanguagesGiant, Primordial
Challenge26

Traits

Flyby.

The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Legendary Resistance (6/Day).

If the scion fails a saving throw, it can choose to succeed instead.

Magic Resistance.

The scion has advantage on saving throws against spells and other magical effects.

Siege Monster.

The scion deals double damage to objects and structures.

Actions

Multiattack.

The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.

Cloud Morningstar.

Melee Attack Roll: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) force damage plus 22 (4d10) thunder damage.

Wind Javelin.

Ranged Attack Roll: +18 to hit, range 120/480 ft., one target. Hit: 42 (5d12 + 10) thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.

Slam.

Melee Attack Roll: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.

Thunderous Vortex (Recharge 5-6).

The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12) thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next turn.