Sources
CR
Type
Size
Alignment
Movement

Princess Serissa

Huge Giant, Chaotic Good

Armor Class 14 (hide armor)
Hit Points 200 (20d12 + 100)
Speed 50 ft., swim 50 ft.
STR
29
+9
DEX
14
+2
CON
20
+5
INT
16
+3
WIS
18
+4
CHA
18
+4
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)

Traits

Amphibious. Serissa can breathe air and water.

Spellcasting

Innate Spellcasting. Serissa's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light

3/day each: control weather, water breathing

Actions

Multiattack. Serissa makes two maul attacks.

Maul. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit:30 (6d6 + 9) bludgeoning damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit:35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5–6). Serissa hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.