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```statblock
monster: Grotesque Gargant
```
# Info
These mutated human monstrosities have grown to tremendous size. [[Delerium]] shards are merged into their disfigured bodies, and their muscles pulse with arcane energies as they lumber forward. Furiously territorial, these creatures are occasionally sighted hauling massive [[delerium]] crystals from [[the crater]] and placing them like obelisks in the ruins.
This horror uses the game statistics for a stone giant. It has the following additional traits, replacing Stone Camouflage, which increase its challenge rating to 8:
**Regeneration** A [[grotesque gargant]] regains 10 hit points at the start of its turn as long as it is within the [[The Haze|Deep Haze]]. The gargant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
**Contaminating Beam** The [[grotesque gargant]] magically forces a creature it can see within 60 feet of it to make a DC 15 Constitution saving throw. The creature takes 27 (6d8) necrotic damage on a failed save and gains one level of [[Contamination]].
**Misty Camouflage** The gargant has advantage on Dexterity (Stealth) checks to hide in any area obscured by mist or fog.
# Mechanical Features
**Fully Contaminated** This creature is immune to [[contamination]], and has advantage on saving throws against contaminated spells.
**Haze Adaptation** This creature may benefit from a long rest finished within [[the Haze]]. It can see twice as far through [[the Haze]] mists and [[The Haze|Deep Haze]] fog.
**Haze Dependence** This creature gains one level of [[Exhaustion]] for every twenty four hours it spends outside [[the Haze]]. These [[Exhaustion]] levels cannot be removed while the creature is outside [[the Haze]].
**Delerium Healing** As an action, a monster can touch a [[delerium]] shard to regain 10 (3d6) hit points. Once a monster has used a [[delerium]] shard in this way, the shard can’t be used in this manner again for twenty four hours.
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