Geriviar Huge giant, neutral evil Armor Class 16 (natural armor)

16 (natural armor) Hit Points 225(26d12 + 56)

225(26d12 + 56) Speed 50 ft. STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 12 (+1)

Saving Throws Str +11, Con +10, Wis +4

Str +11, Con +10, Wis +4 Skills Athletics +11, Perception +4, Stealth +6

Athletics +11, Perception +4, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison

poison Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 14

darkvision 60 ft., passive Perception 14 Languages Giant

Giant Challenge 16 (15,000 XP)

16 (15,000 XP)

Stone Camouflage. The geriviar has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Legendary Resistance (3/Day). If the geriviar fails a saving throw, it can choose to succeed instead.

Actions Multiattack. The geriviar makes three claw attacks. Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 12 (2d6 + 6) slashing damage. Legendary Actions The geriviar 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's turn. The geriviar regains spent legendary actions at the start of its turn. Claw Attack. The geriviar makes a claw attack.

Charge. The geriviar charges on its six limbs up to half its movement speed in any direction. Any creature in the geriviar's path must make a DC 15 Dexterity saving throw or take 16 (2d10 + 6) bludgeoning damage. This movement does not provoke attacks of opportunity.

Throw Nodule (Costs 2 Actions). The geriviar pulls a spherical, spiny nodule off its body and throws it to a space or enemy within 30 feet. Each creature within 10 feet of the point of impact must make a DC 15 Dexterity saving throw, taking 15 (5d6) acid damage and 15 (5d6) piercing damage, half as much on a success, as the grenade-like nodule explodes on impact.

Geriviar

Geriviars are nomadic giants that have a burning hatred to destroy anyone who encroaches on their desolate lands. Geriviars lurk in hostile environments, preferring rough mountains or inhospitable marshes. Wherever they lair, geriviars typically seek isolation, whether as solitary creatures or in small family units. Some members of the race have been pressed into service in armies, acting as living siege weapons.

Hostile Giants. These spiky giants are extremely hostile to any other creature they perceive as a threat, which includes almost anything else that moves. They especially distrust any race or creature that seeks to stake a claim on the land by building permanent structures on it. Geriviars have an incredible loathing for buildings of any sort, viewing a permanent structure almost as a personal affront.

Tenacity. Geriviars are tenacious and uncompromising in nearly every endeavor. Once a geriviar undertakes a task or makes up its mind to accomplish something, only death or an incredible will can prevent it from following through to completion.

Natural Siege Engine. Their tenacious nature, combined with a geriviar's 25 to 30 foot height and twelve ton weight, has led many scholars to surmise that geriviars were originally engineered beings, created by warlords in times long past as mobile siege engines. Since they are eminently suited for such an occupation, few who have seen a geriviar in action can dispute these claims.

Nomadic. Geriviars rarely stay in one place for long, possessed of a nearly insatiable paranoia that someone might be building on the lands they currently inhabit.