Saving Throws – Dexterity +3
Immunities – Fire
Resistances – Magic
Vulnerabilites – Cold
Passive Perception – 10
Challenge – ½

Fire Healing – Once every three rounds that a giant strider is exposed to intense heat or flame, the creature heals (2d8+1) hp. A fireball spell or other attack that does fire damage restores the creatures HP instantly.

Fireball – Twice per hour, a a giant strider can emit a fireball from ducts near its eyes. The fireball can be fired 60ft and when it makes contact with a solid surface or travels 60ft, it explodes in a 10ft radius. All creatures in the radius must make a Dexterity saving throw (DC13) or take 2d6 points worth of fire damage.

Bite – Melee weapon attack: +3 to hit, reach 5ft,
Hit - one target 8 (2d8+4) Piercing damage
Kick - Melee weapon attack: +3 to hit, reach 5ft
Hit - one target 8 (2d8+4) Slashing damage

ncG1vNJzZmivp6x7prrWqKmlnF6kv6h706GpnpmUqHyotcCnq2arpKe2pbHRZ2twbGNtg3A%3D