Earthbane. This sword has 12 charges. The sword regains 1d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the sword casts Flesh to Stone on the wielder (DC 18, without concentraition). On a 20, the sword regains 1d4 + 2 charges. While holding this sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, with a spell save DC of 18: Wall of Sand (3 charges), Wall of Stone (5 charges), Bones of the Earth (6 charges), Investiture of Stone (6 charges), Move Earth (6 charges) and Earthquake (8 charges). As a bonus action you can expend up to 4 charges to surround yourself with magical rock that covers you and your gear. You gain 10 temporary hit points per charge. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 magical bludgeoning damage. These temporary hit points last until you finish a long rest. Titanstone Knuckles. You can use an action to cast the Enlarge/Reduce spell from the gauntlets on yourself (enlarge only), with a duration of 10 minutes and for the duration you have resistance to cold, fire, lightning, and thunder damage. This property of the gauntlets can’t be used again until you finish a long rest. Ring of Earth Elemental Command. While wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend a 2 of the ring's charges to cast Dominate Monster on an earth elemental or one of the following spells Stone Shape (2 charges), Stoneskin (3 charges), or Wall of Stone (3 charges).
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead. Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Greater Siege Monster. This giant's weapon attacks deal triple damage to objects and structures. Earth Walk. The giant can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. She can move through solid earth or rock as if those areas were difficult terrain. If she ends her turn there, she is shunted out to the nearest occupied space she last occupied. Special Equipment. Earthbane, Titanstone Knuckles and Ring of Earth Elemental Command
Multiattack. The giant makes two Earthbane attacks. Earthbane. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 32 (6d6 + 11) slashing damage and 21 (6d6) bludgeoning damage. Additionally on a critical hit you can push the target up to 20ft away from you. Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Last Stand. If you would drop to 0 hit points you can use your reaction to instead drop to 1 hit point and cast Invulnerability on yourself. Once this ability has been used it can't be used for 1 year.