Gemkeeper Giant - AI-generated fantasy Monster

Gemkeeper Giant

Carnival workers whisper about the Gemkeeper: it was once a beloved performer who tore the tent down to protect the audience in a disastrous fire. Since then it has become possessive of the gem and protective of the ring. Those who pry the patch from the giant risk taking on an ancient, unruly power.

HP172AC16SPD40 ft., Climb 20 ft.CR10 (5,900 XP)AthleticsPerceptionIntimidation
STR
23
save
DEX
9
CON
20
save
INT
8
WIS
12
save
CHA
10
Showman's Presence. Brawny and theatrical. The Gemkeeper has advantage on Intimidation checks while in its tent.
Unsteady Aim. If the Gemkeeper is grappled, restrained or otherwise forced prone, it has disadvantage on Disintegration Beam attacks.
Gem of Disintegration. Gem of Disintegration. The dull green gem embedded in the eye patch can fire a concentrated beam of disintegrative force. Recharge 5-6. Disintegration Beam. Ranged Spell Attack: to hit, range 60 feet, one target. On a hit the target takes 45 () force damage. If this damage reduces a creature to 0 hit points, the creature is disintegrated leaving behind only nonmagical possessions. A creature that succeeds on a Dexterity saving throw takes half damage and is not disintegrated. The gem can fire only once, then its trait is expended until it recharges. Removing the eye patch without rendering the gem inert risks an uncontrolled discharge (GM discretion).
Multiattack. The Gemkeeper makes two Greatclub attacks. If the Gem of Disintegration is active, it can replace one Greatclub attack with a Disintegration Beam (see Gem of Disintegration trait).
Greatclub. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 24 () bludgeoning damage. If the target is a creature smaller than Huge, the Gemkeeper can attempt to grab it (escape ).
Thrown Tent Pole. Ranged Weapon Attack: to hit, range 30/90 ft., one target. Hit: 18 () bludgeoning damage. Heavy enough to knock a creature prone on a hit if its size is Medium or smaller ( Strength save to resist).
Parry. Parry. The Gemkeeper adds +3 to its AC against one melee attack that would hit it. To do so the Gemkeeper must see the attacker and be wielding its greatclub.
Stomp. Stomp. The Gemkeeper makes one Greatclub attack or forces all creatures within 10 feet of it to make a Dexterity saving throw or be knocked prone and take 7 () bludgeoning damage.
Sunder Rigging (Costs 2 Actions). Sunder Rigging. The Gemkeeper attempts to snap a rope or pully; every creature in a 20-foot line must succeed on a Dexterity save or take 13 () bludgeoning damage and be restrained by falling canvas until they use an action to free themselves. Objects and light cover in the line take maximum damage.
Charging Throw (Costs 3 Actions). Charging Throw. The Gemkeeper moves up to half its speed and makes a Thrown Tent Pole attack at disadvantage but with advantage to shove the target if it hits.
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