Awakening of the Scion. The cradle is a container for the scion of Skoraeus. When the cradle drops to 0 hit points, its body crumbles to dust. The scion instantly appears in the space the cradle occupied and uses the cradle's initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects.
Siege Monster. The cradle deals double damage to objects and structures.
Multiattack. The cradle makes two Slam or Spit Rock attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit:30 (4d10 + 8) bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +15 to hit, range 120 ft., one target. Hit:24 (3d10 + 8) bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or have the prone condition.
Shattering Roar (Recharge 5–6). The cradle lets out a painfully load roar. Each creature within 60 feet of the cradle must make a DC 23 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage and has the incapacitated condition until the end of its next turn.
Crystal Flare. The cradle causes the crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6) radiant damage and have the blinded condition until the end of the cradle's next turn.
Stone Spikes. The cradle causes the ground in a 20-foot square within 90 feet of itself to sprout crystal spikes until the start of its next turn. The area becomes difficult terrain for the duration. A creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.
Giants are descended from the All-Father, Annam, and his children. But scions of giants' gods boast a greater claim: they are Annam's grandchildren, and they occupy a privileged place among giants. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See "Giants of Myth" in chapter 3 for…