Mercury Giant (5e Creature)
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Huge giant, lawful good
Saving Throws Con +7, Int +10, Wis +7, Cha +6
Innate Spellcasting. The giant's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: acid splash, charm person, detect magic, fireball, fog cloud, mage hand, magic missile, prestidigitaion, ray of frost
Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.
Magic Weapons. The giant's weapon attacks are magical.
Mystic Cheat (3/Day). If the giant fails on a saving throw against a spell or other magical effect, it can choose instead to succeed instead.
Multiattack. The giant makes two quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage or 17 (3d8 + 4) bludgeoning damage if used with with two hands.
Rock Ranged Weapom Attack: +10 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.
Arcane Blast (Recharge 6). The giant creates a 30-foot radius explosion of arcane energy centered around itself. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 54 (12d8) force damage and 21 (6d6) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Many know cloud giants as the most mystic of all the true giants. However, there is another kind of giant that eats, sleep, and breathes the arcane. The mercury giants are ancient scholars and practically bleed arcane energy with how often they expose themselves to it.
Ancient Arcanists. Mercury giants have crystalline looking eyes, grayish-pale blue skin, and pale purple hair. Their arcane skill is the only thing that makes them intimidating, as hill giants stand eye to eye with them. As such they don't stick their noses into combat, preferring to keep them in their tombs, scrolls, and spellbooks.
Spellbound Secrets. Many have journeyed into the jungles in search of the secrets only the mercury giants know, but practically none have returned. These rainforests have many threats that would severely wound the giants if they left their fortresses, so most adventurers stand little chance. These jungles are filled with dinosaurs, ettins, and yuan-ti cults, not to mention quicksand, poisonous plants, and other environmental hazards. With these threats knocking at your door all day, one can understand a mercury giant's reluctance to go outside.
Mystic Treasures. Mercury giants have a select interest in treasures; they have a particular interest in gems and tombs. Gems can carry magical essences within them and tombs carry information about mystic secrets. However, there is something even more valuable treasure to these arcanists; magic imbued items. Mercury giants are fascinated by the mixing of the arcane and the physical worlds and, to them, these items are a piece of history, new or old. Sometimes, if a particularly skilled adventurer completes a deed, they will be rewarded with a magic item. Some of these items are equivalent to the powers of giants and dragons, such as a potion that gives the drinker the strength of a storm giant or a sword imbued with the blood of a dragon. Such items have made peasants into legendary kings and wannabe soldiers into unrivaled conquerors.