Homebrew Giant Elites by Demetrios1453

Hill Giants

Stone Giants

Frost Giants

Fire Giants

Cloud Giants

Storm Giants

The Giant Emperor

Undead Giants

Elite Hill Giants

Hill Giant Chief

For hill giants, bigger is better. Each hill giant wants, above all things, to be the biggest and fattest hill giant there ever has been. Most hill giants, being little more than stupid brutes, simply eat what they can, when they can, and have no deeper strategy beyond that to achieve this goal. However, some hill giants, being stronger and (slightly) more intelligent than the rest, are able to wrest food away from their counterparts, either through guile or sheer strength. These hill giants quickly become the biggest in their tribes or settlements; and the other hill giants, equating mass with superiority, acknowledge them as their leaders. Once placed in a position of power, these hill giant chiefs rapidly become even larger (and, thus, even more revered) as they can now demand even more food from their subjects as a sort of tax.

Protection Through Bulk. Being able to demand or seize food from other hill giants means that a typical hill giant chief quickly grows to immense size. This hinders their ability to move around, as well as making their actions slow and ponderous. However, what they lose in speed and dexterity due to their obesity, they make up in sheer bulk - the immense rolls of fat make it difficult for the weapons of their foes to cause any real harm to vital areas. Swords might draw blood and clubs may bruise a hill giant chief, but these will do little more than enrage the creature. Only by slowly wearing the hill giant chief down through blood loss from these superficial wounds, as well as the periodic lucky shot that actually cuts through the fat to hit something vital, can the giant be truly hurt.

Malodorous Leaders. A hill giant chief typically sits on a crude "throne" (usually a re-purposed item such as a wagon or conveniently-shaped stone dragged from some building or ruin) in its dwelling in the center of a hill giant settlement, surrounded by filth and refuse. The stench is usually all but unbearable, and, periodically, the chief can intensify this hideous odor, either through digestive means or through its sheer lack of hygiene. While horrifying and nauseating to outsiders, such displays leave the chief's subjects even more in awe of their leader.

Demanding Tyrants. A hill giant chief's leadership usually consists of no more than demands for more food to feed its ever-growing hunger. Should such an order be refused, or out of sheer boredom or malice, or simply to make an example of one of its subjects, the hill giant chief is able to bring the full weight of its bulk to bear when dealing a blow with its greatclub. The offending object of such a crushing strike is often knocked senseless to the ground, where it is either summarily dispatched, or dragged away as an object lesson to others



Hill Giant Chief

Huge giant (hill giant), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
23 (+5 ) 8 (-1) 21 (+5) 7 (-2) 9 (-1) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Giant
  • Challenge 8 (3,900 XP)

Stench (1/day). As a bonus action, the giant creates a 20-foot radius nausea-inducing cloud centered on it. Each creature that is completely within the cloud at the start of its turn must make a DC 13 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Other hill giants and creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The cloud lasts for one minute or until dispersed. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Actions

Multiattack. The hill giant chief makes two greatclub attacks

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Any greatclub attacks against a prone target do an additional 13 (3d8) points of bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 5) bludgeoning damage.

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ELITE GIANTS | HILL GIANTS

Variant: Hill Giant Priest of Grolantor

A select few hill giants, both ordinary and chiefs, having particularly excelled in their gluttonous endeavors, have pleased the hill giant deity Grolantor and have been blessed with divine spell use. The few that do gain such powers never grow exceptionally powerful in them, for two reasons. First, hill giants are not naturally disposed towards such matters; and, secondly, any hill giant that actually reaches the ability to cast 3rd level divine spells gains access to a giant-sized create food and water and rapidly eats itself to death. This, as any hill giant will tell you, nodding sagely, is the way all of them would want to go.

A Hill Giant Priest of Grolantor uses the same statistics as a regular hill giant or hill giant chief, with the following modifications:

It has a Wisdom score of 11 (+0), a Perception skill of +3, and a passive Perception of 13. It also gains the Spellcasting feature as below.

Spellcasting. The hill giant is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The hill giant has the following cleric spells prepared:

  • Cantrips (at will): light, sacred flame, thaumaturgy
  • 1st Level (4 slots): command, purify food and drink
  • 2nd Level (3 slots): hold person, protection from poison

Hill Giant Skirmisher

For hill giants, their place in the ordning is solely dependent on their gluttony. The more a hill giant eats, the bigger it gets, and, subsequently, the higher its place in the hill giant social hierarchy. But what about those who are born smaller, or those with higher metabolisms? What fate lies in store for a hill giant that, upon maturity, is significantly smaller than its peers? Most such “runts” are kicked out, or flee of their own accord, to live out what will likely be short, unpleasant lives, alone and isolated from other hill giants. A few, however, those a bit more nimble and clever than most of their kind, manage to carve out a special niche within hill giant society – that of the skirmisher.

Unusual Combatants. Those with the misfortune of having hill giants as relatively close neighbors know what to expect in a typical raid – an attack by an undisciplined mob of clumsy and stupid, but physically powerful, giants. There will be little in the way of tactics by their foes; only a mad bum-rush in order to grab as much of what is edible as possible, to drive away any who oppose that objective through sheer brute force, and to then lumber away as quickly as their massive frames will allow (along with any incidental damage or violence that can be gotten away with during that time). But for a few unfortunate settlements, these groups will be accompanied by one or more hill giant skirmishers. These at first may appear to be smaller and less powerful, and therefore less of a threat, but soon after the fighting starts, their true danger is revealed. Although noticeably weaker than most of their type, they are instead far more nimble, and possess a low cunning that make them capable of stratagems unexpected of the normal brutish hill giants.

Unexpected Agility. If one or more skirmishers accompany a group attacking a humanoid settlement, they will often attempt to surprise their foes by launching their rock attacks just before the main attack, often to devastating effect. After this opening barrage, a skirmisher will typically hold back at first during a battle, often waiting until the opposing force is fully committed, and then dash in to catch isolated or vulnerable foes by surprise. This often results in such foes being caught off guard concerning this fresh threat, and skirmishers take full advantage of this, using this distraction to inflict even greater harm to their opponents. Their agility and deceptive speed allows them to break off from one melee and then join another, to wherever their abilities can be used to greatest advantage. And, should the opposing forces be fully occupied by their more brutish comrades, they can instead turn to grabbing as much loot as possible and then rapidly retreating away with it before their foes can adequately respond.

Smaller but Precise Weapons. While most hill giants simply arm themselves with unworked tree limbs and huge, formless rocks, skirmishers instead use slightly more manufactured weapons to take advantage of their natural dexterity. They do not eschew the rocks universally used by their kin, but instead use smaller, better-balanced rocks that can strike vital spots with precision, compared to the sheer brute force of the weapon when thrown by other giants. They also use scavenged pieces of metal to create improvised scimitars; while, again, not quite as damaging as the crude clubs of their kin, they enable the more nimble skirmishers to strike their foes' weak spots with impunity.

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Hill Giant Skirmisher

Huge giant (hill giant), chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 123 (13d12 + 39)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 17 (+3) 10 (+0) 11 (+0) 6 (-2)

  • Skills Perception +3, Sleight of Hand +10, Stealth +10
  • Senses passive Perception 13
  • Languages Giant
  • Challenge 6 (2,300 XP)

Cunning Action. The giant's quick thinking and agility allows it to move and act quickly. The giant can take a bonus action on each of of turns in combat. This action can be used only to take the Dash, Disengage, or Hide actions, or to make a Dexterity (Sleight of Hand) check.

Sneak Attack. Once per turn, the giant can deal an extra 17 (5d6) damage to one creature it hits with a scimitar or rock attack if it has advantage on the attack roll, or if the target if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and the giant doesn’t have disadvantage on the attack roll.

Actions

Improvised Scimitar. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage, plus an additional 17 (5d6) damage with a successful sneak attack.

Rock. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, plus an additional 17 (5d6) damage with a successful sneak attack.

Hill Giant Sourbreath

The prodigious digestive systems of hill giants are legendary. Hill giants can devour just about anything even remotely edible, in any state, and still gain sustenance and (more importantly) bulk from what they ingested. But there are a few rare hill giants who go beyond even this. Possessed of stomachs which can break down objects that even other hill giants would find indigestible, these individuals are held in awe by others of their kind. While their too-efficient digestion often means that they don't gain the bulk necessary to become chiefs, because of this supposed gift from Grolantor, they still often rank among the leaders of their steadings. And beyond this, their powerful digestive systems often grant them abilities that can be used as weapons against the foes of the tribe.

Distinctive Smell. Any hill giant can immediately discern the approach of one of these super-digesters – the sour, acidic smell that emanates from them. While hill giant steadings are no strangers to peculiar (and often disgusting) odors, this particular one is quite distinct. For as a result of their digestive abilities, their entire bodies have become suffused with acid; and, despite the potential damage that would imply, they are somehow immune to its effects. Their organs and other body parts are not only unaffected by this acidity, but take on its properties as well, most notably their mouths and lungs. This results in their nickname among their cohorts: sourbreaths.

Acidic Breath. From a distance, a sourbreath resembles any other typical hill giant, and, indeed, for the most part, even in battle there is little to discern them from their counterparts, beyond the peculiar smell. However, on occasion, a sourbreath is able, after inhaling deeply, to expel the acid that has been building up in its mouth and lungs and exhale a cloud of acidic breath. For an unsuspecting foe, this can be devastating, eating away at flesh and causing great pain. And since sourbreaths are relatively rare, few enemies are prepared for this – after all, who expects such a surprise from a simple, brutish hill giant?


Hill Giant Sourbreath

Huge giant (hill giant), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 20 (+5) 5 (-3) 9 (-1) 6 (-2)

  • Skills Perception +2
  • Damage Resistances** Acid
  • Senses Passive Perception 12
  • Languages Giant
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Acidic Breath (1/day). The giant exhales acidic gas in a 10-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) acid damage on a failed save, or half as much damage on a successful one.

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Stone Giants

Stone Giant Rock Fist

Stone giants pride themselves on their athletic abilities. While most simply participate in periodic competitions, for a few the desire to improve themselves physically becomes an all-encompassing drive for bodily perfection. Combining a rigorous exercise regimen with long periods of deep meditation and contemplation on the inherent strengths of the element of earth, they form a small, loosely-structured organization within stone giant society. Known as rock fists, they eschew any and all melee weapons, relying on their fists alone to defend themselves and to strike their enemies.

Meditation on Earth. Rock fists emulate stone. One would think that being a member of a race known as stone giants, this would be a given, but rock fists take it far beyond others of their type. They often spend hours, or even days, at a time in small, isolated caverns, where they meditate and commune with the very earth itself. Those that attempt this are by no means always ultimately successful – many undertake the path of a rock fist, but only a few, believed to be favored by Skoraeus Stonebones himself, gain the enlightenment necessary to become a rock fist. As their meditations progress, their bodies become ever more stone-like, often taking on a craggy, angular appearance; yet they paradoxically become even more dexterous, able to move in a flowing manner that belies their apparent solidity.

Powerful Unarmed Attackers. Having been granted the power of the earth itself, rock fists refuse to use any melee weapon other than their fists. Having become one with both their bodies and the stone itself through their meditations, they are able to channel the power of earth through their fists, allowing them to strike with powerful, devastating blows. But their affinity for stone does not mean they are slow and ponderous, however. Their natural athleticism as stone giants, combined with their complete awareness and control of their own bodies make rock fists surprisingly quick and agile. Many foes have, at first glance, thought they must be lumbering, sluggish creatures, only to find, to their dismay, that the rock fists can nimbly dodge their blows, and follow up with sudden, devastating ripostes with their fists.

Fraternity of Stone. Rock fists hold a unique position in stone giant society. Although they are part of that society, intermingling with their fellow stone giants when not meditating, they are also separate from it due to their singular abilities. Many smaller stone giant settlements will have at most one rock fist, who will live among the others, if slightly off to one side to gain at least some isolation for his or her meditations. In larger settlements, however, a separate cavern or cavern complex is often assigned solely to the stone fists, who use it as living quarters, gathering place, and an area to meditate together.


Stone Giant Runecarver

Since the days of Ostoria, the most potent form of giant magic has been rune magic. Although all types of giants practice this type of magic, stone giants in particular excel at it. And no practitioners of rune magic are more expert than the stone giant runecarvers. Indeed, many, including even some of their own kind, think that the runecarvers might take their studies a bit too far. Spell Security. Few things strike more fear into the hearts of wizards than the thought of losing their spellbooks. Stone giant runecarvers, on the other hand, never have to worry about such a disaster befalling them. Instead of scribing their spells into an spellbook, runeecarvers instead place the mystic writings on their own bodies. These are no mere inkings or tattoos, however; the giants instead carve the runes directly into their own stony flesh, forming bewildering patterns and ornate calligraphy on the canvas of their own body. Most practitioners of magic would think this practice extreme, but stone giant runecarvers would respond that it's impossible to lose a spellbook when it's your own body.

Mystic Runes. While most of the runes on the bodies of stone giant runecarvers are simply records of the spells they have learned, others are more unique. Some runecarvers carve special mystical runes that, when activated, cause a one-time effect. Many of these act just the same as a spell scroll; most runecarvers use these as back-ups for spells they already have prepared, but on rare occasions they may instead contain other spells entirely. Other mystic runes contain more esoteric effects, often altering nearby earth and stone at the giant's command. Finally, all stone giant runecarvers gain mastery of a special mystic rune which causes the ground itself to rise up and fight their foes with fists of stone. While the runecarver would need to painstakingly re-carve a typical one-time use mystical rune after it has been activated, the earthen fists rune remains intact after use, although it does take some time for it to regain power after it has been expended.

Distant but Loyal Spellcasters. Stone giant runecarvers are respected, although a bit feared, by stone giant society in general. Most stone giants admire their pursuit of knowledge as well as the artistry of their runes. Many, however, are less enamored of the fact the runecarvers use their own bodies to do so. So, while not outright shunning them, typical stone giants do tend to be a bit distant emotionally and socially with the runecarvers in their settlements. The runecarvers typically don't mind this too much - it allows them the pursue their studies in relative peace. Should their settlements be threatened, however, the runecarvers will unhesitatingly leap to its defense, using their powers to assist in driving off any foes. Given time to prepare for a threat, stone giant runecarvers will often bolster the settlement's defenses by placing glyphs of warding in strategic locations, moving earth and stone to create defensive positions, and by conjuring earth elementals to add their strength to the local military forces.

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ELITE GIANTS | STONE GIANTS



Stone Giant Rock Fist

Huge giant (stone giant), lawful neutral


  • Armor Class 20 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 55 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 9 (-1)

  • Saving Throws Dex +7, Con +9, Wis +6
  • Skills Athletics +13, Perception +6
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Giant, Terran
  • Challenge 9 (2,900 XP)

Flurry of Blows (3/day). Immediately after the giant takes the Attack action on its turn, it can make two unarmed strikes as a bonus action. Whenever the giant hits a creature with one of the attacks granted by its Flurry of Blows, it can impose one of the following effects on that target:

  • It must succeed on a DC 14 Dexterity saving throw or be knocked prone.
  • It must make a DC 14 Strength saving throw. If it fails, the giant can push it up to 15 feet away from it.
  • It can’t take reactions until the end of the giant's next turn.

Patient Defense (2/day). The giant can take the Dodge action as a bonus action on its turn

Stunning Strike (1/day). When the giant hits another creature with a melee weapon attack, it can attempt a stunning strike. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Reactions

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.

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ELITE GIANTS | STONE GIANTS



Stone Giant Runecarver

Huge giant (stone giant), neutral


  • Armor Class 17 (natural armor)
  • Hit Points 149 (14d12 + 70)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 18 (+4) 12 (+1) 7 (-2)

  • Saving Throws Dex +6, Con +9, Wis +5
  • Skills Athletics +13, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Giant, Terran
  • Challenge 9 (5,000 XP)

Spellcasting. The giant is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, light, prestidigitation, ray of frost
1st level (4 slots): color spray, magic missile, thunderwave
2nd level (3 slots): Melf's acid arrow, shatter, web
3rd level (3 slots): fireball, glyph of warding, stinking cloud
4th level (3 slots): ice storm, stone shape
5th level (2 slots): cone of cold, conjure elemental, passwall
6th level (1 slot): flesh to stone, move earth

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Stone Quarterstaff. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, or 19 (3d8 +6) bludgeoning damage if used two-handed.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Earthen Fists (Recharges after a Short or Long Rest). The giant chooses a location within 20 feet, causing earthen fists to spring from the ground and pummel any targets in the area. Each creature other than the giant within 20 feet of the target must make a DC 16 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.

Mystic Runes. The giant possesses several mystic runes carved into its own body. The giant may activate one by running its hand over the rune, creating a one-time effect. After the effect has been activated, the rune magically fades from the giant's body. A typical stone giant runecarver has 1d4 such runes carved into its flesh, chosen from the list below:

Mystic Rune effects (choose or roll 1d6):

  1. Rune is equivalent to a 1st level spell scroll
  2. Rune is equivalent to a 2nd level spell scroll
  3. Rune is equivalent to a 3rd level spell scroll
  4. Rune is equivalent to a 4th level spell scroll
  5. Rune, when activated, causes a 20 foot radius area of ground centered within 30 feet of the giant to become difficult terrain. Typical effects are to turn the ground into mud or a stone slurry, or to make the ground extraordinarily rough and uneven.
  6. Rune, when activated, causes a minor earthquake in a 30 foot radius, centered on a point within 30 feet of the giant. Any creature other than the giant within that area must make a DC 16 Dexterity saving throw or fall prone.

    Reactions

    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.

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ELITE GIANTS | STONE GIANTS

Stone Giant Thane

Stone giant society places great value on both artistry and athletics. So when the thane (leader), of a settlement dies or retires, a great competition featuring both of these aspects takes place to determine his or her successor. Although the exact traditions vary from settlement to settlement, they all generally consist of a series of competitions to test both the bodies and the minds of the candidates. Over the course of several weeks, the competitors may on one day run a long-distance race or spar in a great wrestling contest, and on the next day may work on a great artistic masterpiece (usually some sort of sculpture, although painting and even music is not unheard of). At the end of the event, a group of respected citizens judge who has performed best in both sides of the competition and determine the winner. That individual goes alone into the local shrine to the stone giant god Skoraeus Stonebones to meditate. During that time, he or she melds into the stone, and, if found worthy, receives the blessing of the deity to become the new thane.

One with the Stone. Having gained the approval of Skoraeus Stonebones, new thanes return changed from their meditation within the rock. Their bodies become even more hard and dense than that of a typical stone giant, and many exhibit seams of a strange pinkish crystal (see below) running through their rocky bodies. They gain the ability to meld into the stone while meditating (or, as they call it, becoming "one with the stone"), gaining the senses and ability to move through solid rock as if they were a creature of elemental earth. They are even able to move through stone when outside of this meditative state, although they can only do so in short bursts, and they find the exertion of doing so very tiring.

Crystalline Weapons. While one with the stone, stone giant thanes gain access to seams of a mystical pinkish crystal. This mineral superficially looks like rose quartz, but is much more resilient and exhibits unusual powers beyond that of any ordinary stone. Stone giant thanes craft the crystal into many items, many mundane, but most notably, they shape some of the largest crystals into wondrous greatclubs. The merest tap of one of these greatclubs results in a pure, sustained note, like a huge tuning fork. A more substantial blow, however, can create destructive resonances within the crystal, causing more damage than a hit from a similar weapon made from more ordinary materials. Stone giant thanes can even bring their weapons down in great crashing blows to the floor, creating thunderous vibrations that can adversely affect anyone nearby. Obviously, such weapons would be highly prized and coveted by others; however, they appear to be mystically linked to their owners - once one of these greatclubs leaves the possession of a stone giant thane, it rapidly becomes more brittle, and within a day it will be reduced to little more than a fine pink crystalline dust. The loss of a crystalline greatclub is seen as a terrible omen by the stone giant populace, with many seeing such an calamitous event as a sign of disfavor from Skoraeus Stonebones. Many stone giant thanes retire or are eased out their office after such a loss (that is, if they survived the event that precipitated the disaster), although a few do manage to retain their power. If a stone giant thane does manage to continue as leader, and still maintain the favor of Skoraeus, they can spend a day in meditation and work to create a new greatclub.

Wise Leaders. Stone giant thanes are renowned as fonts of wisdom and knowledge, not only by members of their own race, but also among other types of giants and even among non-giants as well. Not only are they innately wise, but the powers granted to them by Skoraeus Stonebones allow them to see what would otherwise be hidden or out of view. Many are consulted as oracles or seers, but anyone who approaches them seeking answers to their questions should be aware that they rarely give of their otherworldly wisdom freely (and stone giant thanes, like all of their kind, are innately distrustful of those who come from the "realm of dreams", so they may refuse such requests altogether). They will often ask for something in return, ranging from the simple exchange of knowledge or artistry unknown to them, to more difficult demands involving the gathering or rescuing of information from some dangerous location. This can cause conflict with their neighbors if said "dangerous location" is the local lord's castle or a temple's library; stone giants would have few qualms about theft or even murder to achieve such goals, since it would be happening in what they consider to be a dream.

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Stone Giant Thane

Huge giant (stone giant), neutral


  • Armor Class 18 (natural armor)
  • Hit Points 187 (15d12 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 22 (+6) 10 (+0) 18 (+4) 9 (-1)

  • Saving Throws Dex +6, Con +10, Wis +8
  • Skills Athletics +13, Perception +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Giant, Terran
  • Challenge 11 (7,200 XP)

Earth Glide. The giant can burrow through nonmagical, unworked earth and stone. While doing so, the giant doesn't disturb the material it moves through. The giant does not need to breathe while doing so, and gains a burrow speed of 30 feet and tremorsense of 60 feet while under this effect. The giant can use this ability for up to one hour if it has spent the previous hour in uninterrupted meditation (any stressful activity, such as combat, would bring this version of the effect to an end, requiring a new hour of meditation); outside of this meditative state, the giant can use the ability for up to two consecutive rounds, recharging after a short or long rest. If the effect ends while the giant is still encased in stone, the giant is safely ejected into the nearest unoccupied space.

Spellcasting. The giant is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame
1st level (4 slots): command, cure wounds, guiding bolt, identify, sanctuary, shield of faith
2nd level (3 slots): augury, hold person, lesser restoration, silence, suggestion
3rd level (3 slots): dispel magic, glyph of warding, nondetection, spirit guardians, speak with dead
4th level (1 slot): arcane eye, confusion, stone shape

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two crystalline greatclub attacks

Crystalline Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 14 (4d6) thunder damage.

Rock Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Resonating Smash (Recharge 5-6). The giant strikes the ground with its crystalline greatclub, causing it and the ground to ring in a destructive resonant vibration. Each creature other than the giant within 20 feet of the impact must make a DC 20 Constitution saving throw, taking 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one.

Reactions

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.

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ELITE GIANTS | STONE GIANTS

Elite Frost Giants

Frost Giant Cambion

In frost giant settlements that have been taken over by cultists of Kostchtchie, pairings between demons and giants are a relatively common occurrence. Although in most cases, such unions fail to produce any viable offspring, in some cases a healthy child is born. These frost giant cambions combine the powers of both parents, resulting in a creature of great power and few vulnerabilities. Frost giant wrathbringers often use them as scouts and aerial bombardiers during battles, as well as a savage guard force in the settlements they rule, keeping the populace under control through intimidation and brute force.


Frost Giant Cambion

Huge fiend, neutral evil


  • Armor Class 18 (Patchwork Armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft. fly 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 12 (+1) 10 (+0) 16 (+3)

  • Saving Throws Str +10, Con +9, Wis +4, Cha +7
  • Skills Athletics +10, Intimidation +7, Perception +9
  • Damage Immunities cold
  • Damage Resistances fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 13
  • Languages Abyssal, Giant
  • Challenge 10 (5,900 XP)

Fiendish Blessing. The AC of the cambion includes its Charisma bonus.

Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 15). The cambion can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic
1/day: plane shift (self only)

Actions

Multiattack. The cambion makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.


Frost Giant Jarl

The Ordning for frost giants is based off of might - for them, rank is based solely upon strength and prowess in battle. With few exceptions, this means that political power is reserved for the mightiest. If a frost giant is able to lay claim to leadership, and subsequently fight off any challengers that may arise, then, by every right recognized in frost giant society, he or she is the undisputed leader. The giant takes the title of jarl and, blessed by Thrym, rules the tribe with an iron fist.

Might Makes Right. Being the head of government in a frost giant settlement is a precarious position. Frost giant society knows no rule other than might makes right, and so, as a corollary, the mightiest are the most fit to rule. Frost giant jarls must be seen by their subjects, with no room for doubt, as mightiest giants in their villages, since if they show even one sign of weakness they will likely be challenged for the leadership. Defeating these upstarts means the jarl continues in office; defeat means the challenger becomes the new jarl. Usually losing such a challenge means death for the old jarl; should they survive such a dishonor, however, they are virtually always summarily expelled from their settlements, and, more importantly, they are stripped by Thrym of his blessings. Such shunned creatures rarely survive their demotions for very long.

Blessed by Thrym. Thrym sees his jarls as the embodiment of his philosophy - that the mightiest should rule. Frost giant jarls are therefore blessed beyond the natural prowess that allowed them to seize the office in the first place. Beyond becoming physical paragons for the frost giant race, Thrym infuses them with a preternatural aura of his cold, such that, among other powers, any blow by a frost giant jarl not only injures, but freezes as well. Should such wounds occur in direct melee combat with the jarl, the intense cold is such that it often chills the body straight to the bone, numbing the limbs and making movements slow and ponderous. Those few who have survived combat with a jarl have been heard to say that they feared their very souls would be frozen by the blows.

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Frost Giant Jarl

Huge giant (frost giant), chaotic evil


  • Armor Class 16 (chain mail)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 23 (+6) 11 (+0) 10 (+0) 12 (+1)

  • Saving Throws Con +10, Wis +4, Cha +5
  • Skills Athletics +11, Perception +4
  • Damage Immunities cold
  • Senses passive Perception 14
  • Languages Giant
  • Challenge 12 (8,400 XP)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 14 (4d6) cold damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be slowed as per the slow spell for one minute. A creature affected by this effect can make another Constitution saving throw at the end of each of its turns. On a successful saving throw, the effect ends for it.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 14 (4d6) cold damage.

Create Icy Surface (Recharges after a Short or Long Rest). The giant creates an area of slick ice centered at a point it can see within 40 feet of it. A 30-foot radius area centered on that point becomes covered in slippery ice, making it difficult terrain. When a creature enters the area for the first time on a turn, starts its turn there, or is struck by a rock thrown by a giant, it must make a DC 12 Dexterity saving throw. On a failed save, it falls prone.


Frost Giant Reaver

Frost giants admire and respect martial prowess. Those that prove that they are more skilled in combat than their fellows occupy an honored place in frost giant society as frost giant reavers. These elite warriors, having shown themselves worthy of leadership by the simple expedient of being able to defeat any underlings who might question otherwise, lead the raiding parties of their tribe and are the enforcers of power within their settlements. Through their prowess in successive battles, each of them works towards the day that they gain the blessing of Thrym and succeed (or supplant) the current jarl and come to rule their tribe.

Warband Leaders. A frost giant reaver is often encountered as the leader of a warband or raiding party. They are no armchair generals, though, preferring to lead from the front, swinging their greataxes in great frothing rages that can strike fear into the hearts of even the most seasoned veteran. With a reaver plunging violently forward into their enemies' ranks, the remainder of the frost giant warband often has little to do other than to dispatch a few dazed survivors in the reaver's wake. Fighting fleets with reaver captains usually results in messy, chaotic affairs, with incessant ramming and bloodthirsty boarding parties who take no quarter.

Reluctant Guards. On the very rare occasions that the frost giant reavers are not out leading war parties, they are often employed by the local jarls as guards, either for the settlements as a whole, or in elite bodyguard units for the jarls themselves. Many chafe at such duties, feeling bored and restless at what they see as forced inaction. The more clever ones, however, use these periods in order to advance their plans towards ruling their settlements, either by building up a power base among the populace (usually through methods that amount to little more than mere bullying), or by observing the jarl at close quarters and ascertaining any less apparent flaws or weaknesses the reaver may be able exploit during a challenge for the leadership - or both.

Testing their Strength. Should frost giant reavers grow bored of guard duty, and there are no immediate plans for a raid, they may go out alone into the wilderness and seek out worthy challenges as a further tests of strength. Reavers will often hunt down savage and powerful creatures such as remorhazes, or even white dragons, with the purpose of proving their prowess in battle. Frost giant reavers who return to their settlements dragging the carcasses of such mighty beasts behind them gain much esteem in the eyes of their fellow frost giants, helping to position themselves to become the next jarl when the time is right.

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Frost Giant Reaver

Huge giant (frost giant), chaotic evil


  • Armor Class 15 (patchwork armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1)

  • Saving Throws Con +9, Wis +4, Cha +5
  • Skills Athletics +10, Perception +4
  • Damage Immunities cold
  • Senses passive Perception 14
  • Languages Giant
  • Challenge 10 (5,900 XP)

Berserker Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:

  • The giant has advantage on Strength checks and Strength saving throws.
  • When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.
  • The giant has resistance to bludgeoning, piercing, and slashing damage

Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage or 29 (3d12 + 10) slashing damage while raging.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.


Frost Giant War Chanter

Frost giant combat can rarely be called organized. Frost giant warriors and reavers, egged on by their superiors and their own innate bloodlust, tend to attack piecemeal, bereft of any tactical organization. While the first shock of contact is often enough for a frost giant force to break their foe, intelligent, organized enemies will often know to expect this first onslaught, allowing them to plan to hold against it and then push back once this initial phase of battle is complete. Often, this results in the frost giants themselves being caught backfooted when they fail to prevail immediately, causing them to break and retreat as the tide of battle turns against them. But woe to any opposing commander should they hear drums and war chants, for that means a war chanter is on the field, and that often means doom.

Boosters of Morale. Although most frost giants respect only physical prowess, few would ever denigrate the frost giant war chanter, despite the fact that their powers aren't based on their strength alone. With their inspiring war chants and their rhythmic drumming, they drive their cohorts to greater deeds of prowess, allowing them to break their enemy's ranks should they survive the initial onslaught. Their words bolster those who waiver, and their spells, strategically cast, will often target enemy weak points, causing the foes in those areas to break and allowing the frost giant forces subsequently to decisively push through. Even though they often don't battle the enemy directly, other frost giants respect the war chanter, having seen the results of their actions lead them to victory.

Keepers of Lore. When not in battle, war chanters perform other vital functions in frost giant society. It is they who keep the stories of the giant gods, as well as the history of the tribe and frost giants as a whole. They also serve as entertainers, chanting and singing popular songs and poems, to amuse the jarls and others during both great feasts and around the campfire at night. Finally, their spells assist in everyday life, and allow the war chanters to act as interpreters and messengers when the need arises.

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Frost Giant War Chanter

Huge giant (frost giant), neutral evil


  • Armor Class 18 (patchwork armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 9 (-1) 10 (+0) 18 (+4)

  • Saving Throws Con +8, Wis +3, Cha +8
  • Skills Athletics +11, Intimidation +12, Perception +8, Performance +12, Persuasion +12
  • Damage Immunities cold
  • Senses passive Perception 18
  • Languages Giant
  • Challenge 9 (5,000 XP)

Combat Inspiration (4/Short Rest). The giant can inspire others through stirring words or music. To do so, it uses a bonus action on its turn to choose one creature other than itself within 60 feet of it who can hear it. Once within the next 10 minutes, the creature can roll a d10 and add the number rolled to one ability check, attack roll, or saving throw it makes. It can also add the number rolled to a damage weapon roll it just made, or use its reaction to add the number rolled to its AC against an attack.

Countercharm. The giant can use musical notes or words of power to disrupt mind-influencing effects. As an action, it can start a performance that lasts until the end of its next turn. During that time, it and any friendly creatures within 30 feet of it have advantage on saving throws against being frightened or charmed. A creature must be able to hear the giant to gain this benefit. The performance ends early if it is incapacitated or silenced or if it voluntarily ends it (no action required).

Spellcasting. The giant is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): friends, mage hand, true strike, vicious mockery
1st level (4 slots): dissonant whispers, healing word, Tasha's hideous laughter, thunderwave
2nd level (3 slots): hold person, shatter, silence
3rd level (3 slots): fear, hypnotic pattern, tongues
4th level (3 slots): compulsion, confusion, freedom of movement
5th level (2 slots): synaptic static

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Frost Giant Wrathbringer

For frost giants, the Ordning is based on might. The more physically powerful a frost giant is, the higher its standing. For weaker frost giants, this condemns them to a life of subservience. Most frost giants accept their lot in life (and take out their frustrations on smaller foes they can actually defeat), but some look for alternative ways to climb to the top. A few turn towards Vaprak and become frost giant everlasting ones, although not many can stomach (both literally and metaphorically) the process to become one. Others still turn towards the demon lord Kostchtchie, the Prince of Wrath, who grants them more subtle powers in order to overcome their foes and ascend to positions of leadership

A Demon's Dilemma. At first glance, it seems that Kostchtchie would be an obvious fit for a disgruntled frost giant to turn to; his nature and outlook dovetail nicely with much of what is prevalent in frost giant society. But, somewhat surprisingly, it proved far more difficult for the Prince of Wrath to gain a serious foothold within the race. Frost giants, like all of their kin, instinctively understand the workings of the Ordning, and can quickly ascertain when it's being violated. At first, Kostchtchie sent prospective worshipers typical warlock powers; and, while this did allow some few followers to gain control of their settlements, all too often they aroused other frost giants' suspicions and were rapidly dispatched, usually before gaining any significant power. Kostchtchie soon learned from his mistakes, and soon started granting his followers a suite of powers that were more subtle (allowing them to gain power with far less suspicion) and more closely mimicking those of the typical frost giant jarl (for keeping that power once it has been gained).

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Warlocks of Wrath. The cult of Kostchtchie is for the most part an underground faith. Most frost giant settlements contain a cultist or two, and rarely do their numbers grow to any significant amount. Sometimes, however, a more substantial cult cell is established, at which point the members begin to plot the overthrow of the current leadership. Using both their innate powers of deception and persuasiveness, as well as the subtle powers gifted to them by the Prince of Wrath, the cult either converts, blackmails, or quietly removes opposition among the remaining populace. Finally, when the time is right, the cult decides to eliminate the current jarl. This is most easily done via an outright challenge, where nascent wrathbringers attempt to bring down the jarls through a combination of their necrotic and weakening powers - the latter especially is seen by the general populace as Thrym stripping the jarls of his blessings. Sometimes, however, the jarl is seen as too powerful to be brought down this way, so the jarl's covert assassination or "disappearance" is arranged. After all, even if the wrathbringer comes under suspicion for being the first to find the jarl's battered body, how could he or she have committed the crime if there is no weapon on their person or nearby? The fact that the murder weapon is safely hidden in an interdimensional space due to the warlock's Pact of the Blade powers is not something that occurs to the typical frost giant in this situation.

Haunted Settlements. Once they take over a frost giant settlement, the wrathbringer rapidly consolidates power through a reign of terror. Any remaining opposition is rapidly converted, killed, driven out, or cowed into subservience. The animated bodies of previous dissenters are object lessons on the futility of resistance. Such settlements are dark and haunted places - undead openly walk the streets, and demons lurk in dark corners, preying on the unsuspecting and weak. Such blighted locations rarely go unnoticed; however, they are notoriously difficult to eradicate. The mere existence of such a place may drive other frost giants to fury, but, given their nature, it is difficult for them, both as individuals and as tribes, to band together for any sort of organized warfare. And even then, the powers of the wrathbringers and their minions are often enough to successfully resist such an attack.

Warlocks of Kostchtchie

Due to his innately cold nature, Kostchtchie grants certain cold spells instead of fire spells as part of his expanded spell list. A non-giant cultist of Kostchtchie would simply be a warlock with Pact of the Blade (favoring mauls) and a Fiend patron. However, since Kostchtchie favors cold over fire, the Fiend Expanded Spell list would have the following alterations:

fog cloud for burning hands
gust of wind for scorching ray
sleet storm for fireball
ice storm for wall of fire
cone of cold for flame strike


Variant: Frost Giant Cultist of Kostchtchie

Kostchtchie, the Demon Lord of Wrath, often has cultists in frost giant settlements. In normal settlements, these cults are a secretive cabal; but in those where the cult has effected a takeover and a wrathbringer openly rules, they form the political elite, serving as the wrathbringer jarl's sub-commanders.

A frost giant cultist of Kostchtchie uses the same statistics as a normal frost giant, with the following modifications:

  • It has a Charisma score of 14 (+2), a Charisma saving throw of +5, a Deception skill of +5, and a Persuasion skill of +5. It also gains the Innate Spellcasting and Spellcasting features as below:

  • Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 13), requiring no material components:

At will: disguise self

  • Spellcasting. The giant is a 3rd-level spellcaster that uses Charisma as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). The giant has the following warlock spells prepared:

Cantrips (At will): chill touch, minor illusion
1st - 2nd level (2 2nd level slots): crown of madness, hex, hold person, invisibility

Cultists of Kostchtchie often use mauls instead of greataxes; if so, they do 27 (6d6 + 6) bludgeoning damage with their melee attacks, plus 3 (1d6) necrotic damage if the target is also the target of their hex spell.

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Frost Giant Wrathbringer

Huge giant (frost giant), chaotic evil


  • Armor Class 16 (patchwork armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 21 (+5) 9 (-1) 10 (+0) 18 (+4)

  • Saving Throws Con +9, Wis +4, Cha +8
  • Skills Athletics +10, Deception +8, Perception +4, Persuasion +8
  • Damage Immunities cold, slashing damage from nonmagical attacks not made from silvered weapons
  • Senses passive Perception 14
  • Languages Giant, Abyssal
  • Challenge 11 (7,200 XP)

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 16), requiring no material components:

At will: disguise self, false life, levitate (self only), speak with dead
1/day each: create undead ^, finger of death

^ Besides the types of undead that can be typically be created by this spell, the giant can change the corpses of Huge humanoids into Huge-sized skeletons.

Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following warlock spells prepared:

Cantrips (at will): chill touch, eldritch blast, mage hand, minor illusion
1st - 5th level (3 5th level slots): arms of Hadar, cone of cold**, crown of madness, dimension door, fear, hex, hold person, hunger of Hadar, ice storm, invisibility, vampiric touch

Dark One's Own Luck (Recharges after a Short or Long Rest). When the giant makes an ability check or a saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.

Actions

Multiattack. The giant makes two maul attacks. Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage plus 7 (1d6 + 4) necrotic damage, plus an additional 3 (1d6) necrotic damage if the target is also the target of the giant's hex spell. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be weakened and deal only half damage with weapon attacks that use Strength for one minute. A creature affected by this effect can make another Constitution saving throw at the end of each of its turns. On a successful saving throw, the effect ends for it.

Rock Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

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Elite Fire Giants

Fire Giant Duke

Of all the types of giants, fire giants are the most regimented. Their society consists of a strict hierarchy, with each giant fulfilling a certain role based on his or her place in the ordning. Each individual's status is dependent on its skill at the forge - those who can do little more than shovel fuel and run the bellows are among the lowest levels of society, while the more talented artisans rank above, with their standing based on the skill of their craftsmanship. At the pinnacle of this society are the dukes and duchesses, whose skill at the forge is so beyond reproach that Sutur himself has seemingly blessed them with souls of flame.

Family Traditions. For the most part, the political system for each type of giant is some form of meritocracy, based on each race's view of the ordning - whoever is best at doing what each race thinks is ideal self-evidently should be the leader and, as a result, is virtually always considered to be so. From an outside perspective, fire giants seem to be the exception to this rule, since at first glance they seem to have something near a hereditary form of succession. Upon closer examination, however, this seeming paradox can be easily explained - fire giants base their status on craftsmanship at the forge, which is something that can be taught and securely passed down from one generation to the next, unlike, say, gluttony for hill giants or prowess in battle for frost giants. Upper-caste fire giants "game" the ordning, so to speak, by keeping certain crafting secrets within the family. As a result, families that have a large collection of such secrets gain significant advantage when it comes to being ranked in fire giant society. A typical fire giant duke or duchess will have a great amount of such proprietary knowledge, and will usually pass these secrets on to the most promising member of their family, so that the succession to the throne is secured from generation to generation. The downside to this is that the early death of a fire giant duke before such information can be transmitted to the designated heir will often mean the downfall of the dynasty, usually resulting in a short succession crisis until the new duke can be determined and raised. Sometimes this period passes relatively peacefully, with a simple contest of craftsmanship to determine the next duke. Sometimes, however, more violent means, ranging from murders and "accidents" to cull the field of potential candidates a bit, to outright civil war, are certainly not unheard of.

Blessed by Surtur. Showing skill at the forge pleases Surtur, and none please him more than the fire giant dukes and duchesses. Their very weapons (usually great mauls in imitation of the hammers they wield at the forge) are infused with his fiery power, such that, when they smash into the armor of their foes, great bursts of flame often flash out, incinerating any who are not immune or protected from the blazing heat. Those foolish enough to face a duke or duchess directly in melee combat (a rare occurrence, given their usual bodyguard of dreadnoughts and pyromancers) usually find themselves quickly smashed into a bloody, smoldering pulp.



Fire Giant Duke

Huge giant (fire giant), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 216 (16d12 + 112)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 25 (+7) 13 (+1) 14 (+2) 13 (+1)

  • Saving Throws Dex +6, Con +12, Cha +6
  • Skills Athletics +13, Perception +7
  • Damage Immunities fire
  • Senses passive Perception 17
  • Languages Giant
  • Challenge 14 (11,500 XP)

Immolating Blow (Recharge 5-6). The giant can focus its strength and its fiery nature on a single mighty blow. After successfully hitting with a weapon attack, the giant can use a bonus action to cause raw fiery power to burst forth from its weapon as the blow lands. All creatures within 10 feet of the target, including the target itself, must make a DC 21 Dexterity save or take 35 (10d6) points of fire damage on a failed save, or half as much damage on a successful one. Any creature failing its saving throw is set alight from the flames. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.

Improved Critical. The giant's weapon attacks score a critical hit on a roll of 19 or 20.

Indomitable (Recharges after a Long Rest). The giant can reroll a saving throw that it fails. If the giant does so, it must use the new roll.

Second Wind (Recharges after a Short or Long Rest). The giant has a limited well of stamina that it can draw on to protect itself from harm. On the giant's turn, it can use a bonus action to regain 11 (1d10 + 16) hit points.

Actions

Multiattack. The giant makes two maul attacks.

Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage plus 3 (1d6) fire damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 3 (1d6) fire damage.

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Fire Giant Forgemaster

Fire giants are not, by and large, a religious people. While they definitely acknowledge Surtur, even revere him, for the most part their worship consists of their dedication to the forge and to warfare. A select few, however, chosen either through their own religious fervor, or, in exceptionally rare cases, by Surtur himself for their skill, are gifted by the god with extraordinary powers: not only powerful divine spellcasting, but the fiery aura of the god himself, as both a defense against other creatures' attacks as well as a weapon that can burst forth and incinerate those who would oppose Surtur and his chosen people.

Chosen through Craftsmanship. Surtur is somewhat of a distant deity, and not one prone to answering just any request from those who beseech his favor. Most such requests come from those whose work or prowess is inferior, those hoping that by begging for (and hopefully receiving) Surtur's favor, they can gain advantage over those whose skill causes them to outrank such supplicants in the ordning. Surtur despises such weaklings - those who would curry his favor while lacking the skill to deserve it - and, without exception, ignores all such requests. Surtur only bestows his gifts on those who worthy of them, those who have completed great works in his name. Sometimes particularly skilled fire giant artisans will create masterworks in honor of their deity and ask to dedicate themselves to their deity alongside their creations. Should such a request be sincere, and the item created be masterful enough, Surtur may (but not always) agree to the supplicant's request, granting the fire giant divine powers as well as a part of his fiery nature. Rarely, Surtur might even spontaneously grant those powers to a particularly gifted artisan, whose works so please the deity that he rewards his gifts to the (likely surprised) fire giant, unasked-for.

Souls of Fire. The blessings of Surtur aren't just limited to spellcasting and the forge, however. The very spirit of fire seems to infuse them, making their armor and weapons glow dull red with heat. While this causes no discomfort for their fire-tolerant compatriots, outsiders often find that even being in the same room as a forgemaster to be uncomfortably hot, even above the normal blazing heat of a fire giant settlement. Those foolish enough to draw too close or, worse, to actually come in contact with a forgemaster often suffer horrific burns as a reward for their carelessness. Furthermore, if forgemasters personally threatened they can channel this innate heat into a deadly concussive shockwave, knocking back foes in an outburst of heat and force. Should any enemies still survive after this fiery blast, the giant's warhammer often finishes them off as they lie stunned on the ground.



Fire Giant Forgemaster

Huge giant (fire giant), lawful evil


  • Armor Class 20 (plate and shield)
  • Hit Points 198 (15d12 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 19 (+4) 23 (+6) 10 (+0) 18 (+4) 13 (+1)

  • Saving Throws Dex +8, Con +10, Cha +5
  • Skills Athletics +11, Perception +8
  • Damage Immunities Fire
  • Senses passive Perception 18
  • Languages Giant, Ignan
  • Challenge 12 (8,400 XP)

Fire Aura. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage

Concussive Blast (Recharge 5-6). As a bonus action, the giant can focus its fire aura as a 30 foot cone blast. All creatures in that area must make a DC 16 Dexterity saving throw, taking 10 (3d6) fire and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures of Large size or smaller who fail their save are pushed 10 feet further away from the giant and are knocked prone.Using a concussive blast temporarily cools the giant's fire aura, causing it to do no damage until the end of the giant's next turn.

Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The giant has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, guiding bolt, identify, inflict wounds, searing smite
2nd level (3 slots): continual flame, heat metal, locate object, magic weapon, silence
3rd level (3 slots): dispel magic, elemental weapon, glyph of warding, protection from energy, tongues
4th level (3 slots): banishment, death ward, fabricate, stone shape, wall of fire
5th level (2 slots): animate objects, creation, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): fire storm

Actions

Multiattack. The giant makes two warhammer attacks

Warhammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) fire damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 3 (1d6) fire damage.

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Fire Giant Mechanist

For most fire giants, smithing is a straightforward process – they put hammer to heated steel and create the weapon, armor, or other intended item in time-honored, traditional manners. A few, however, are driven by the need to innovate, tinkering with conventional methods, and, unusually, using arcane magics to create new and interesting variations on the items conventionally produced by their kin. These mechanists are the driving force behind fire giant innovation, and while many disdain them for abandoning the traditional ways, others admire them for their creativity and inventions. Many fire giants manage to, in a somewhat contradictory manner, hold both views.

Driven to Innovate. Fire giant society is relatively conservative, especially when it comes to the forge. Creation of armor and weapons is seen as something of a holy act, sacred to Surtur, and, as such, innovation is somewhat frowned upon. Fire giant mechanists eagerly break these traditions. They are continually looking for new and better ways to improve old methods, as well as searching for new discoveries and creations. Many other fire giants find this disconcerting, but, conversely, have to admit that when the mechanists discover a new, more efficient method or produce a particularly clever new creation, that their nontraditional tinkering does have its uses. They just don't have to like it.

Unorthodox in Battle. Mechanists are as nontraditional in battle as they are in the forge. Using their smith's tools in unorthodox ways, they are able to produce magical effects that enhance their armor and weapons, as well as draw forth magical powers that allow them to cast spells. Moreover, mechanists are often accompanied by a mechanical hell hound defender, a construct they have created to “improve” upon what they see as the flaws of a normal hell hound (those fire giants that raise and train regular hell hounds are distinctly unimpressed by this attitude). Many fire giants find such behavior in battle to be disconcerting, but, again, the positive results usually speak for themselves.



Fire Giant Mechanist

Huge giant (fire giant), lawful evil


  • Armor Class 19 (infused plate)
  • Hit Points 175 (14d12 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 23 (+6) 18 (+4) 14 (+2) 13 (+1)

  • Saving Throws Dex +3, Con +10, Cha +5
  • Skills Athletics +11, Arcana +8, Perception +6
  • Damage Immunities Fire
  • Senses Passive Perception 16
  • Languages Giant
  • Challenge 11 (7,200 XP)

Artificer Infusions. The giant gains the ability to imbue mundane items with certain magical infusions. The giant gains a +1 bonus to armor class when wearing its plate armor, a +1 bonus to attack and damage rolls with its greatsword, and a +1 bonus to attack and damage rolls made with its rock, with the rock returning to the giant’s hand immediately after it is used to make a ranged attack.

Spellcasting. The giant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following artificer spells prepared:

Cantrips (at will): fire bolt, mending
1st level (4 slots): absorb elements, cure wounds, grease
2nd level (3 slots): heat metal, levitate, web
3rd level (2 slots): dispel magic, haste

Actions

Multiattack. The giant makes two greatsword attacks.

Infused Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 7 (2d6) force damage

Infused Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 7 (2d6) force damage.

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Hell Hound Defender

Medium construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvison 60 ft., passive Perception 15
  • Languages understands Giant but can't speak it
  • Challenge 3 (700 XP)

Keen Hearing and Smell. The defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The defender has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Vigilant. The defender can’t be surprised.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The defender exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.


Fire Giant Pyromancer

For fire giants, society and the ordning are all based around skill with the forge. While most fire giants use mundane methods to fire up their forges, a select few, those "born with fire in the blood" as a fire giant would put it, are able to heat up their forges through innate magical power. Most often, this fire magic only manifests in minor ways, but it is not uncommon for fire giants with such a gift to further hone their abilities to become efficient and deadly wielders of fire-based magic. These fire giant pyromancers are much more than mundane forge workers - they become potent weapons both offensively and defensively for their communities.

Fire in the Blood. Fire giants are, of course, naturally fiery in nature; however, this usually only manifests in their tolerance of great heat. A few, however, go well beyond this. Gifted by Surtur himself (so fire giants believe) with innate magical powers which give them unprecedented power and control over fire-based magics, these fire giant pyromancers occupy an honored place in fire giant society. As soon as a young fire giant shows the spark (both metaphorically and literally), they are rigorously tested to discover the full extent of their potential power. More experienced pyromancers will harshly (brutally, some might say) push these novices to their limits in order to have them reach their potential as quickly as possible. Periodically, this will result in the magic of some young pyromancers being literally burned out, or, in rare cares, actually killing them, but the end result is a cadre of fire giants sorcerers wielding truly impressive, and terrifying, amounts of fire magic.

Deadly Defenders. Once fully trained, a fire giant pyromancer is truly a frightening force. Should invaders breach the settlement, the local duke will use any pyromancers present as virtual heavy artillery, lobbing fireballs at groups of opponents and creating walls of fire to block their advances. Pyromancers will often team up with fire giant dreadnoughts to form a truly imposing duo - the dreadnoughts block choke points such as doorways with their shields, forming virtually impenetrable barriers, while the more vulnerable pyromancers stand behind and cast their spells over the shoulders of their armored counterparts. From such a safe spot, the pyromancers can center their spells wherever they want - the inhabitants and furnishings of fire giant settlements are virtually fireproof, while most potential invaders, on the other hand, tend not to be. A short time after encountering a fire giant pyromancer, any such intruders are usually reduced to little more than ashes and charred bodies.

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Natural Leaders. Besides their ability to produce stupendous amounts of fiery damage, fire giant pyromancers also excel at what is truly important in fire giant society: craftsmanship. Using such spells as heat metal, telekenesis, and disintegrate, they are often able to create items at their forges much more quickly and efficiently than their non-magical counterparts. Moreover, their imposing personalities, combined with their awe-inspiring powers and efficient craftsmanship, make them natural leaders for their communities, often taking on the role of lieutenants for their local dukes. It is not uncommon for fire giant settlements to be ruled by a duke/duchess and a pyromancer as a married couple. Combined with their fire giant dreadnought bodyguards, such a couple make for a formidable duo as heads of state, as well as being nigh-undefeatable foes for anyone foolish enough to challenge them.



Fire Giant Pyromancer

Huge giant (fire giant), lawful evil


  • Armor Class 10 (13 with mage armor)
  • Hit Points 187 (15d12 + 90)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Dex +4, Con +10, Cha +8
  • Skills Intimidation +8, Perception +6
  • Damage Immunities fire
  • Senses passive Perception 16
  • Languages Giant
  • Challenge 11 (7,200 XP)

Spellcasting. The giant is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, mending, prestidigitation
1st level (4 slots): burning hands, mage armor, magic missile
2nd level (3 slots): heat metal^, scorching ray
3rd level (3 slots): fireball, dispel magic
4th level (3 slots): confusion, wall of fire
5th level (2 slots): cloudkill, telekenesis
6th level (1 slot): disintegrate
7th level (1 slot): delayed blast fireball

^ while normally not on the sorcerer spell list, this spell can be learned by fire giant pyromancers.

Fire in the Blood. Any fire damage caused by a spell cast by the giant gains an extra 1 point of damage per die.

Hightened Spell (3/Day). When the giant casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against the spell.

Actions

Iron Quarterstaff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage or 19 (3d8 + 6) bludgeoning damage if used two-handed.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage

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Elite Cloud Giants

Cloud Giant Count

Graceful castles built on wispy clouds floating lazily through the sky - this is what most people picture when they think of cloud giants. Of course, the legendary floating castles are extremely rare, and most ordinary cloud giants can only dream of living on one while grounded on their cloud-covered mountainsides. In most cases, these legendary castles are owned by the cloud giant counts and countesses, those at the pinnacle of cloud giant society. While some of the floating castles are owned by lesser cloud giants (most often powerful magic users just below the nobility in the ordning), and while some counts live among their kin on the solid ground, most often the counts and the castles are paired - encounter one, and you will encounter the other.

Lords of the Sky. From their lofty floating perches, cloud giant counts and countesses are masters of all they survey. Should a floating castle take up a more or less permanent position over a town or region, its owner will often become ruler of the lands below, or, at least, its guardian. In this situation, good cloud giant counts rule (or guard) with a light and benevolent hand, interfering with the lands below only when necessary, and then for the common good. The small folk below are usually happy to have such a powerful protector - cloud giant counts and their entourages are a powerful deterrent against invaders, especially dangerous flying foes such as evil dragons, while in times of need these counts are more than happy to share the bounty of their giant-sized gardens. An evil cloud giant count, on the other hand, will usually be a source of terror for those in the shadow of their castles - demands for ever-increasing taxation must be met, or the unfortunates below will be subjected to a merciless bombardment from a source they cannot hope to even reach. Given the scarcity of the cloud castles, however, and the cloud giants' normally insular nature, such situations, for good or ill, are generally quite rare.

Keepers of Magic. Unlike most of their kin, cloud giants regularly take up the study of wizardly magic. While in most cases, this interest does not progress far beyond the simplest levels, cloud giant counts and countesses often become skilled practitioners of the arcane, having the leisure time available to delve deeply into such studies. Cloud giant counts often use their magic to enhance their position in the ordning: divination spells to discover the location of lost (or easily obtainable) wealth and art, abjuration and evocation spells to help protect their goods, and even illusion spells to misrepresent the quality and quantity of their valuables. This familiarity with the arcane makes magical items highly sought after among the nobility - a cloud giant count's dwelling will often house a considerable amount of such items, displayed in the most ostentatious manner so as to prove the owner's wealth and place in the ordning. This has the unfortunate side effect of drawing unscrupulous adventurers to their castles like flies to honey; usually, however, the count's magic will serve them well in defense, and the late adventurers' items, if sufficiently powerful, are simply added to the count's collection.


Cloud Giant Mist Assassin

Memnor, like the evil cloud giants who revere him, has two personalities, like the opposite sides of a coin. One, that which he shows to the world, is regal and cultured, offering apparently wise council and subtle advice. But, hidden beneath this fair outer form, is his true nature – bigoted, over-proud, greedy, and power-hungry; wishing above all to usurp Annam and Stronmaus to become the supreme leader of the giant pantheon. To those followers who understand the truth of their deity, he teaches these qualities, and how to hide their true nature so as to quietly manipulate their good brethren, slowly corrupting cloud giant society from within. And, although he has many types of servants, among his most favored are those who use their abilities to strike quietly and swiftly, all while appearing to be upstanding members of cloud giant society – the cloud giant mist assassins.

Dashing Rogues, Secret Assassins. Mist assassins are rarely known as such in cloud giant society. Following their deity's example, they hide their true personas behind a charming public facade. They are seen by cloud giants in general as dashing swashbucklers, dressed in the latest and most flamboyant styles and armed with speedy rapiers rather than the ponderous morningstars normally favored by their kind. They are sought out as both companions and counselors, as their poetry-filled speech often sends admirers swooning and leaders sagely nodding in agreement; and their wit is said to be as sharp as their swords. But instead of using this popularity to improve cloud giant society, they instead endeavor to corrupt it. Through them, the evil councils of Memnor are subtly spread through the populace, and often reach the ears of the counts and other leaders. And, when words aren't sufficient, their other, more physical powers can swiftly and quietly remove those who might impede their agendas.

Silent Killers in the Mist. Cloud giants possess many powers that come from their association with the clouds in which they live. For most, these powers simply augment their daily lives and at most give them some relatively minor advantages on the rare occasions they find themselves in combat. Mist assassins, however, use these to deadly effect. Gifted by Memnor with almost supernatural stealth for creatures of their size, they use the their fog cloud and darkness abilities (the latter granted by Memnor to replace the normal light possessed by cloud giants) to obscure themselves from their foes, and their misty step and gaseous form to disappear and reappear in unexpected locations. As a final boon, Memnor grants them the ability to coat their rapiers with a subtle, invisible poison while in their hands. Between all of these, they are often able to land devastating blows while their foes are surprised or disoriented. And, should all else fail, these abilities allow them to quickly retreat should the battle not go in their favor, and survive to plot the inevitable demise of those who humiliated them in defeat.

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Cloud Giant Count

Huge giant (cloud giant), neutral good (50%) or neutral evil (50%)


  • Armor Class 14 (natural armor)
  • Hit Points 275 (22d12 + 130)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 20 (+5) 16 (+3) 16 (+3)

  • Saving Throws Con +10, Wis +8, Cha +8
  • Skills Insight +9, Perception +8
  • Senses passive Perception 18
  • Languages Common, Giant
  • Challenge 16 (15,000 XP)

Keen Smell. The Giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Spellcasting. The giant is a 15h-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The giant has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, prestidigitation, ray of frost^
1st level (4 slots): magic missile^, shield, thunderwave^, unseen servant
2nd level (3 slots): gust of wind^, mirror image, web
3rd level (3 slots): dispel magic, sleet storm, stinking cloud
4th level (3 slots): confusion, fire shield, ice storm^
5th level (2 slots): cloudkill, cone of cold^
6th level (1 slot): Otiluke's freezing sphere^, wall of ice^
7th level (1 slot): reverse gravity
8th level (1 slot): power word stun
^Evocation spell

Empowered Evocation. The giant adds its Intelligence modifier (+5) to the damage roll of any evocation spell it casts.

Sculpt Spells. When the giant casts an evocation spell that targets other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Improved Fog Cloud (3/Day). As a bonus action, the giant can call into being an advanced fog cloud. This functions as the spell of the same name, except it is transparent to cloud giants, and any creature that is not a cloud giant that enters the cloud or ends its turn within the cloud takes 7 (2d6) cold damage.

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

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Cloud Giant Mist Assassin

Huge giant (cloud giant), lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 18 (+4) 22 (+6) 16 (+3) 16 (+3) 18 (+4)

  • Saving Throws Con +10, Wis +7, Cha +8
  • Skills Deception +12, Insight +11, Perception +11, Stealth +12
  • Senses passive Perception 21
  • Languages Common, Giant
  • Challenge 11 (7,200 XP)

Assassinate. The giant has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit the giant scores against a creature that is surprised is a critical hit.

Cunning Action. The giant's quick thinking and agility allows it to move and act quickly. The giant can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, fog cloud
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Rapier. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 10 (3d6) poison damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.


Cloud Giant Oathguard

Millennia ago, when Ostoria was at its height, the ground shook as the armies of the giants marched out to conquer new lands. Today those armies are gone, and the giants are a scattered people with no true organized military to speak of. Only one group maintains that martial tradition: the cloud giant oathguards. Bound by oaths passed down from generation to generation, the few remaining oathguards steadfastly stand watch over the last remaining cloud castles, vigilantly guarding them from any who would want to despoil them.

Cloud Warriors. In ages past, few sights were as terrifying as a giant army on the march, and few troops within that army were as renowned or effective as the cloud giant oathguards. Astride their rocs and wielding lances of truly astounding length, this flying heavy cavalry could swoop down at any location on a battlefield and utterly disrupt any enemy formation. So feared were they that even dragons often fled at their approach. Nowadays, such massed formations are impossible, given the current giant population; it is rare that even a handful of oathguards would gather in the same place. But even in small numbers, or even singularly, oathguards are a force to be reckoned with. Whether charging out of the sky on their roc steeds, lance at the ready, or standing on solid ground (or cloud) with sword and shield in hand, a cloud giant oathguard has few peers when it comes to martial prowess.

Castle Guardians. Cloud giant oathguards swear mighty and binding oaths to protect the great floating castles of the cloud giants. Ancient in form and wording, these oaths have been passed down since time immemorial, granting the oathguards the blessings of the giant gods. Older oathguards not only train their squires (often younger relatives, although fostering from outside the immediate family is certainly not unheard of) in the required martial skills, but also instill in them the true meaning and power of their oaths. An oathguard swears to protect the castle and its owners, whoever they may be; and, since in the often wager-crazy society of cloud giant nobles, castles might pass from family to family with sometimes bewildering speed, an oathguard might serve many owners in his or her lifetime. This might result in startling adjustments as ownership changes - a benevolent owner might outfit his oathgaurds in shining armor with inlays of gold, silver, and precious gems to inspire their allies, while owners of a less scrupulous nature might dress them in blackened steel and obsidian to bring fear to their rivals and enemies. But through it all, oathguards strive to remain true to their oaths, ever vigilant to ensure no harm comes to their castles and their owners.

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Cloud Giant Oathguard

Huge giant (cloud giant), lawful good (50%) or lawful evil (50%)


  • Armor Class 20 (plate armor. shield)
  • Hit Points 250 (20d12 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 24 (+7) 12 (+1) 16 (+3) 18 (+4)

  • Saving Throws Str +18, Dex +9, Con +16, Int +10, Wis +12, Cha +13
  • Skills Insight +8, Intimidation +9, Perception +8
  • Condition Immunities frightened
  • Senses passive Perception 18
  • Languages Common, Giant
  • Challenge 13 (10,000 XP)

Keen Smell. The Giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The giant has the following paladin spells prepared:

1st level (4 slots): bless, compelled duel, cure wounds, thunderous smite
2nd level (3 slots): lesser restoration, magic weapon, zone of truth
3rd level (3 slots): crusader's mantle, daylight, dispel magic
4th level (1 slot): banishment, death ward

Smite (3/Day). When the giant hits a creature with a melee weapon attack, it can choose to do an additional 9 (2d8) points of radiant (if the giant is good) or necrotic (if the giant is evil) damage.

Actions

Multiattack. The giant makes two longsword attacks.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage.

Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) piercing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage. The attack has disadvantage if the target is within 10 feet of the giant.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.

Lay on Hands. The giant has a pool of 65 points of healing power that replenishes when the giant takes a long rest. As an action, the giant can touch a creature and draw from that pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.

Cloud Giant Shaman

Memnor, the patron deity of the cloud giants, is a trickster god with a less than savory reputation. For evil cloud giants, this is hardly an issue; but for other cloud giants, the worship of Memnor is more problematical. Most non-evil cloud giants simply sidestep the issue - they are hardly a religious race anyway, so they give little more than lip-service to Memnor, focusing on his wiles and intelligence while ignoring his more unpleasant facets. Some, however, refuse to go even this far, and abandon his worship altogether. Of this group, the cloud giant shamans are the most notable, as they not only refuse to venerate Memnor, but actually gain spells from other deities entirely.

Lovers of Nature. Cloud giants disillusioned with the darker aspects of Memnor often suffer crises of faith, and as a result, begin to search for other deities to worship. Most often, they turn towards other members of the giant pantheon, usually Stronmaus, the patron of storm giants, or his mighty sister Hiatea, the giant deity of the hunt. A rare few will look towards deities of other pantheons, although this is considered a great offense towards the ordning; as a result, such choices are usually well hidden. Finally, a few cloud giants believe that Memnor isn't quite evil enough, and turn towards his brother Thrym instead (which isn't technically against the ordning, but still is usually hidden). The common thread among virtually all these choices is that the deity the giant turns towards has some power over nature and the weather. Thus, while cloud giant shamans may worship one of a fairly large number of deities, their powers are often very similar despite god they worship.

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Organic Art. The cloud giant ordning is based on the ostentatious display of wealth, so at first glance it is hard to see how cloud giant shamans could ever rise to any significant status among their peers. While it is true that they usually will likely never rise to a level comparable to cloud giants with castles filled with gold and rare items of fine art, they can still reach surprising heights in the ordning. With their power over nature, they are the creators of the legendary cloud giant produce - pumpkins big enough to house whole families of humans, for example - as well as farm animals magically altered to a size more fitting and useful for a giant's castle. Feasts at a cloud giant castle that has a shaman in residence inevitably feature truly prodigious amounts of food magically grown and raised by the shaman to surprising, if not shocking, proportions. Some shamans even use their power to turn plants into actual artwork; not only are their topiary gardens and hedge mazes beautiful and intricate beyond imagining, they can turn a wall covered with creeping vines and the like into a vast, ever-changing mural with nature's colors as their palette. So breathtaking is their work that the greatest of these "nature artists" can, due to cloud giants equating "rare and beautiful" with "costly", actually rank as high in the ordning as the counts and countesses themselves.

Dangerous Gardeners. Although at first glance it may seem that a castle's gardener would likely pose little threat to intruders, this is certainly not the case for cloud giant shamans, as many a would-be despoiler has learned to his or her dismay. Not only do they have access to powerful druidic magic above and beyond their normal innate spells, they often synergize both types of magic, as well as their local environment, to create powerful effects. For example, a normal druid only rarely gets to use the more powerful version of call lightning since the need to use the spell usually doesn't occur when a convenient storm is nearby. Cloud giant shamans, on the other hand, often live on a cloud and can use their innate control weather to cause that normally elusive storm. Shamans will also often use their shapeshifting ability in a similar manner; a flying triceratops might seem an amusing concept in theory - until you have one actually swooping towards you! Even getting near the giant might pose an insurmountable problem when the topiary animals and hedge mazes are all awakened plants.

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Cloud Giant Shaman

Huge giant (cloud giant), neutral


  • Armor Class 14 (natural armor), 16 with barkskin
  • Hit Points 270 (20d12 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 24 (+7) 12 (+1) 18 (+4) 16 (+3)

  • Saving Throws Con +10, Wis +8, Cha +7
  • Skills Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Common, Giant
  • Challenge 12 (8,400 XP)

Keen Smell. The Giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Spellcasting. The giant is a 15h-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The giant has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): barkskin, gust of wind, hold person
3rd level (3 slots): call lightning, sleet storm, wind wall
4th level (3 slots): confusion, freedom of movement, ice storm
5th level (2 slots): awaken, conjure elemental, insect plague
6th level (1 slot): heal, wall of thorns
7th level (1 slot): fire storm
8th level (1 slot): earthquake

Actions

Multiattack. The giant makes two spear attacks.

Spear. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage or 21 (3d8 + 8) piercing damage if used two-handed.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Change Shape (2/Day). The giant magically polymorphs into a beast or elemental with a challenge ratting of 5 or less, and can remain in this form for up to 7 hours. The giant can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The giant reverts to its true form if it dies or falls unconscious. The giant can revert to its true form using a bonus action on its turn.
While in a new form, the giant retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by that of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except for class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.

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ELITE GIANTS | CLOUD GIANTS

Elite Storm Giants

Storm Giant King

The Ordning defines every facet of giant society, and the place of each giant with in it. From the base ogres, trolls, and other giant-kin, whose lowly existence lies below that of even the wretched hill giants, through the various types of true giants, to the storm giants who occupy the top tier of the system, the Ordning determines the status of each and every giant in existence. And at the very apex of this social structure, above all others of their kind, lie the storm giant kings and queens.

Powerful But Rare Rulers. In the current age, giants are rare, and storm giants even more so. With such a small population, there are very few indeed who rise to the rank of king or queen - and this may be a good thing for the rest of the world as a whole. When they are blessed by Stronmaus with the title (which is usually passed in a hereditary manner from generation to generation, although the Stormlord has been known, through the omens storm giants obsess over, to disrupt this custom should an heir be incompetent or overshadowed by an obviously better candidate), they are granted monumental power, rivaling that of the strongest dragons and extra-planar creatures. Given their mercurial temperaments, an unhappy or enraged storm giant king or queen could wreak havoc on entire region should the monarch wish. Thankfully, they tend to both wise and slow to anger, and will, for the most part, make sure the omens are in agreement before they would take any such violent action, although exceptions can, and periodically, do occur.

Isolated Monarchs. Storm giant kings and queens tend to live in isolated areas, such as deep in the seas or on rugged, stormy peaks. They usually reside in fairly small (for giants) complexes, usually only with their immediate family and a few retainers. However, these palaces are quite sumptuously furnished and decorated, with the craftsmanship of giants lower in the Ordning (given either through taxes, light coercion, or gifts – usually to avoid the previous two) on conspicuous display. Although they tend to be somewhat isolated from others of their kind, all giants, especially storm giants, living for hundreds of miles around know who their local storm giant king or queen is, and where they reside. For the most part, the handful of storm giant kings and queens in the world live quite distant from each other, but sometimes meetings, either planned or through happenstance, do take place. When these occur, the inevitable and necessary attempts to determine who lies higher in the Ordning will usually result in quite intense discussions – and, sometimes, outright physical confrontation. Should things not reach a complete breaking point, however, the omen-readers and the monarchs involved will eventually be able to determine who is superior to whom. But those who sit at the top of the social hierarchy over thousands of their kind for hundreds of miles around most certainly do not enjoy the possibility of suddenly being subordinate to another, even for a brief time; and those who were determined to be lower in the Ordning will tend to sulk and be childishly obstructive in the resulting discussions. The thought of what would happen should there be a general summit of most or all storm giant kings and queens on the planet makes most storm giants shudder, and, thus, any such meeting is almost certain to never occur unless under the most dire of circumstances, or on the direct command of the gods themselves. Thus it is unlikely that the ultimate expression of the Ordning, the election of a sole giant emperor to rule over all giantkind, will ever happen.

Paragons of Lightning. As stated before, storm giant kings and queens posses immense powers, granted to them by Stronmaus himself when raised to their station. The very air around them crackles with electricity, and any who get near them, or, even worse, dares attack them with a weapon in melee, risk being shocked by this aura. Moreover, the Sky Father has granted them the power to periodically transform their bodies into a great bolt of lightning, instantaneously moving great distances and smiting any who lies in their path. Thus a storm giant king can move from one side of a battlefield to another, evading particularly irksome foes and reappearing in unexpected locations. And such abilities are above and beyond their natural great strength and power, which only the eldest of dragons and the powers of the planes could hope to match.

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Storm Giant King

Huge giant (storm giant), chaotic good


  • Armor Class 18 (Plate)
  • Hit Points 300 (24d12 + 144)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 22 (+6) 16 (+3) 18 (+4) 20 (+5)

  • Saving Throws Str +16, Con +12, Wis +10, Cha +11
  • Skills Arcana +9 , Athletics +16, History +9, Perception +10
  • Damage Resistances cold
  • Damage Immunities lightning, thunder
  • Senses passive Perception 20
  • Languages Common, Giant
  • Challenge 19 (22,000 XP)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light, lightning bolt, thunderwave
3/day each: control weather, water breathing

Lightning Aura. The giant is surrounded by an aura of electricity. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. A bolt then leaps from that creature to another creature within 30 feet of the first target, other than the giant itself. The second creature must make a DC 19 Dexterity saving throw, or also take 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) lightning damage and 3 (1d6) thunder damage.

Rock. Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Lightning Form (Recharge 5–6). The giant transforms itself into a 10 foot wide line of lightning, ending at an unoccupied spot within 100 feet that the giant can see, where the giant then re-forms into its regular form. Each creature within the line must make a DC 19 Dexterity saving throw, taking 54 (12d8) lightning damage and being knocked prone on a failed save, or half as much damage on a successful one.


Storm Giant Stalker

In the days of fallen Ostoria, giants were the undisputed masters of all they surveyed. Lesser creatures either fled in fear, groveled in obeisance, or were crushed mercilessly. Even most larger and more powerful creatures usually came to terms with giantkind, or trod warily to insure they escaped the giants' wrath. But even at the height of Ostoria's power, there were still some powerful creatures which remained either willfully defiant (as was the case for many of the dragons), or lacked the intellect to be anything more than uncontrollable brute forces of nature. In either case, such threats needed to be put down, and the storm giant stalkers were the ones tasked to do so. Even though Ostoria fell millennia ago, the storm giant stalkers continue this duty to this day, seeking out and destroying any who would endanger giantkind.

Devotees of Hiatea. Storm giant stalkers are an order dedicated to Hiatea, the giant goddess of the hunt (and as a result of her example, many stalkers are female, although it is by no means required and not thought dishonorable in any way for males to join the order). She is famed in giant legend for taking down the most fearsome of creatures, and her worshipers tirelessly endeavor to follow her example. They are never happier than when they are out under an open sky, tracking some dangerous and powerful beast, and then battling it to the death. Although some giants think this dedication to fighting foes that are threatening even to giants is dangerous and foolhardy, all of them honor the stalkers for keeping all giants safe from such threats.

Wielders of Thunder and Lightning. Storm giant stalkers are sometimes lightly mocked over the fact that they conduct their hunts with mere javelins instead of heavier and stronger weapons. The stalkers reply that javelins are versatile weapons, useful in both ranged and melee combat, and are light and easy to carry while tracking their foes over long distances in rough terrain. Moreover, Hiatea blesses these weapons, allowing the stalkers to imbue them with their innate electrical power, sacrificing their normal lightning bolt attacks and instead transferring that power directly to their javelins. Not only does this result in the weapons themselves doing considerable lightning damage when wielded in melee or thrown at a ranged target (although this power fades almost immediately once out of the stalkers' hands), but the stalkers can alternatively use them to cause massive and damaging thundering strikes, allowing them to bring down and deafen large numbers of foes in one single stroke.

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Storm Giant Omen-Reader

For storm giants, the world around them is filled with omens. Each storm giant not only goes about his or her day in accordance with these portents, but each determines his or her rank, as well as the rankings of other storm giants, in the ordning by scrutinizing the signs they see around them. Most storm giants, however, only observe these omens casually (although their "casually" would rank as nearly obsessive for most other races), but a rare few make studying and reacting to them their life's work. These storm giant omen-readers are among the premier diviners and oracles of the world, able to delve into the portents to discover secrets hidden from all others.

Diviners of Annam's Will. Few beings possess greater ability to discover what is hidden and to see into the misty future as do the storm giant omen-readers. Masters of divination, they can tease knowledge out of the most minimal or obscure of omens and portents. Their reputation as seers makes them highly sought-after not only among their giant kin, but by members of many other intelligent races as well, although they find constant requests for audiences to be wearying, if not outright annoying. Unlike their stone giant cousins, however, omen-readers aren't consulted for their wisdom, but simply for their knowledge. An omen-reader will merely state the facts and meanings (as he or she sees them) of the portents have observed; they do not otherwise counsel others what would be the best or wisest way to act upon what they have divined.

Acting upon the Portents. Storm giant omen-readers aren't merely stationary oracles, however; they often act upon the portents they observe. This may bring them into conflict with the outside world as they act to bring about, or in the case of what they consider to be warnings, to stop what they have foreseen. Omen-readers have no issues with attacking, or even destroying, villages, towns, or entire nations if they believe that the omens demand it. An omen-reader might, for example, receive a warning that a child in a certain town is fated to become a great foe of the giants, and the giant would as a result unhesitatingly attempt to wipe the settlement off the map to ensure that this dire prediction would not come about. Some might point out to the omen-reader that the attempt to destroy the town might actually be what drives the prophesied child to want to destroy giants. In response to this line of reasoning, an omen-reader will merely give an inscrutable smile.

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Storm Giant Omen Reader

Huge giant (storm giant), chaotic good


  • Armor Class 13 (16 with mage armor)
  • Hit Points 253 (22d12 + 110)
  • Speed 40 ft., swim 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 16 (+3) 20 (+5) 20 (+5) 18 (+4) 18 (+4)

  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Arcana +10, Athletics +14, History +10, Perception +9
  • Damage Resistances cold
  • Damage Immunities lightning, thunder
  • Senses passive Perception 19
  • Languages Common, Giant
  • Challenge 15 (13,000 XP)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant'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

Spellcasting. The giant is a 19th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The giant has the following wizard spells prepared:

Cantrips (at will): mage hand, message, ray of frost, shocking grasp, true strike
1st level (4 slots): identify^, mage armor, magic missile, thunderwave, witch bolt
2nd level (3 slots): detect thoughts^, gust of wind, locate object^, scorching ray
3rd level (3 slots): clairvoyance^, dispel magic, fly, lightning bolt
4th level (3 slots): arcane eye^, ice storm, locate creature^
5th level (3 slots): cone of cold, Rary's telepathic bond, scrying^
6th level (2 slot):
chain lightning, true seeing^
7th level (1 slot):
delayed blast fireball
8th level (1 slot):
maze
9th level (1 slot):
foresight^*
^Divination spell

Portent (Recharges after the Giant Casts a Divination Spell of 1st Level or Higher). When the giant or a creature it can see makes an attack roll, a saving throw, or an ability check, the giant can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Actions

Quarterstaff. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing 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). The giant 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.

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Storm Giant Stalker

Huge giant (storm giant), chaotic good


  • Armor Class 18 (Studded Leather)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 22 (+6) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Athletics +14, Perception +9, Stealth +11, Survival +9
  • Damage Resistances cold
  • Damage Immunities lightning, thunder
  • Senses passive Perception 19
  • Languages Common, Draconic, Giant
  • Challenge 16 (15,000 XP)

Amphibious. The giant can breathe air and water.

Dragon Hunter. The giant has advantage on Wisdom (Survival) checks to track dragons, as well as on Intelligence checks to recall information about them.

Evasion. When the giant is subjected to an effect, such as a black dragon’s acid breath or a fireball spell, that allows it to make a Dexterity saving throw to take only half damage, the giant instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Feral Senses. When the giant attacks a creature it can’t see, the giant's inability to see it doesn’t impose disadvantage on the giant's attack rolls against it. The giant is also aware of the location of any invisible creature within 30 feet of it, provided that the creature isn’t hidden from it and the giant isn't blinded or deafened.

Innate Spellcasting. The giant'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

Spellcasting. The giant is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The giant has the following ranger spells prepared:

1st level (4 slots): absorb elements, cure wounds, hunter's mark
2nd level (3 slots): pass without trace, spike growth
3rd level (3 slots): nondetection, protection from energy
4th level (3 slots): freedom of movement, stoneskin
5th level (2 slots): wrath of nature

Actions

Multiattack. The giant makes two javelin attacks.

Javelin. Melee or Ranged Weapon Attack: +14 to hit, range 60/240, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) lightning damage.

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

Thundering Strike (Recharge 5–6). The giant hurls a javelin at a point it can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much damage on a successful one. Any creature of Large size or smaller that fails the saving throw is knocked back 10 feet, takes an additional 3 (1d6) bludgeoning damage, is deafened for 1 round, and is knocked prone.

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The Giant Emperor

Long ago, in the heyday of Ostoria, the giants of the world were united as a single nation. From the lowliest giant-kin and hill giants to the noblest of storm giants, they acted (for the most part) with singular purpose: to maintain themselves as the most powerful nation on the planet and to keep others, especially the dragons, from challenging their rule. And at the head of this hierarchy, at the very peak of giant society, ruled the mighty giant emperor.

A Titan Among Giants. Known by many titles, such as “The Titan” and “Annam's Chosen”, the giant emperor was among the most powerful mortal creatures to have ever existed. His (or Her) Titanic Majesty ruled from the vast throne-room within the palace in the long-lost capital of Ostoria. From there, the emperor dictated his or her commands, dispensed justice, and oversaw the smooth running of both the empire and the Ordning. Like Annam the All-Father himself, the emperor acted with strictest neutrality and impartiality, with the only overriding principle being the maintenance of giant power. Thus, as long as his subjects strove towards that goal and kept the precepts of the Ordning, the emperor ruled justly and wisely, without tyranny and with no more harshness than was necessary. In return, the giant populace idolized their emperor, with a fervor only slightly less than that towards the gods themselves. But, as the both the emperor and Annam would gently remind the giants of Ostoria when this adulation threatened to slip over the line to worship, the giant emperor was no god, but sill a mortal like themselves, albeit one of great power.

Ascending the Throne. Election to this mighty office was no simple affair; the rules for doing so were a complex web of political maneuvering and attempts to discern the will of Annam himself. Many emperors attempted to have some input on the selection of their successor, either by asserting a hereditary right or grooming and/or adopting a favorite as their choice as heir. While such wishes were taken into account by the electors, they were never considered to be definitive, and subsequently the results were almost never so straightforward. So, upon an emperor's death or abdication, the giant paragons, the six giants who represented the epitome of their subtype and formed an advisory council for the emperor, gathered in the throne-room around the Scepter of Annam, an artifact that could only be wielded by the emperor (or, in such an interregnum, moved, with exceptionally strict regulations, by the High Priest of Annam). After much deliberation, including divinations and auguries to determine the opinions of the gods themselves, the six would vote until a simple majority was reached. Once that was done, the candidate would attempt to take up the Scepter, and, if found worthy, would immediately transform from their previous giant type into the singular awe-inspiring form of the emperor. Those not judged worthy, or indeed any creature that dared attempt to use the sacred artifact without being validly elected, would be at best grievously hurt, if not outright reduced to a pile of smoking ashes.

Imperial Majesty. Upon picking up the Scepter of Annam and found to be worthy, the new giant emperor would undergo a startling change. Suddenly, he or she no longer resembled the giant type they had been previously (usually, but not always, a storm giant), but would, instead, take on the unique form of the giant emperor. The emperor would now even dwarf other giants, at 40 feet or more in height, and their skin would take on the hardness and look of gold-veined stone (what stone exactly was varied – marble was common, but other forms like malachite or obsidian were certainly not unheard of). The Scepter granted many other powers as well, such as both an elemental aura and spellcasting that in many ways represented all the giant subtypes. Finally, the new emperor exuded an almost supernatural aura of majesty, such that almost all who viewed him or her were so overawed that any thoughts of harming or disobeying the emperor fled their minds.

Note on the Scepter of Annam. The Scepter of Annam is an artifact created by the giant gods themselves and gifted to the giant emperor as a symbol of their approval of the emperor's rule. Its powers are not fully known, but it is known to have granted the one attuned to it nearly all the powers displayed by the emperor: spellcasting, the elemental aura, the commanding presence, and the legendary and magic resistances. Should the Scepter be attuned by someone besides the emperor (as happened when an emperor willingly abdicated), the emperor would immediately lose these powers and revert back to his or her original giant form. Although this would at first seem to to be serious flaw, in reality, outside of abdications, this would only happen to those who had lost the confidence of Annam; otherwise attempting to attune the artifact would simply result in serious injury or death from the wrath of the All-Father for such impiousness. And, in the end, this is what caused the end of the office of emperor – as time went by and Ostoria fell more and more into ruin and in-fighting, it became harder and harder to find an exemplar who was worthy of the office. Eventually, none at all were to be found, and Annam turned his back on giantkind, refusing to be involved in the affairs of the mortal world (including the blessing of a new emperor) until such time as he deemed the giants to be worthy again. Thus the office of giant emperor remains unfilled, and the Scepter of Annam is lost, likely buried deep in the undiscovered ruins of Ostoria. Should, however, a giant perform some deed so great that Annam, finally involving himself in the concerns of mortals once more, proclaims that giant deserving of taking up the Scepter, the long-vacant office of giant emperor may once again be filled. And such an event would (especially for the smaller folk) shake the foundations of the worl

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The Giant Emperor

Gargantuan giant, neutral


  • Armor Class 21 (natural armor)
  • Hit Points 420 (24d20 + 168)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
30 (+10) 16 (+3) 24 (+7) 20 (+5) 22 (+6) 29 (+9)

  • Saving Throws Str +18, Con +15, Wis +14, Cha +17
  • Skills Athletics +18, History +13, Insight +13, Perception +14, Persuasion +17
  • Damage Vulnerabilities See Elemental Aura
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, and all but two of: acid, cold, fire, force, lightning, necrotic, and radiant (see Elemental Aura)
  • Damage Immunities See Elemental Aura
  • Senses passive Perception 24
  • Languages Common, Giant
  • Challenge 27 (105,000 XP)

Elemental Aura. The giant is surrounded by an elemental aura, which normally grants it resistance to the following damage types: acid, cold, fire, force, lightning, necrotic, and radiant. The aura shifts each round, at the start of the giant's turn, causing one type of resistance to strengthen to an immunity until the start of the giant's next turn, but at the cost of that type subsequently becoming a vulnerability when the immunity ends, with this vulnerability lasting until the start of the giant's turn in the round following that. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 21 (6d6) damage of the type that the giant is currently immune to. At the start of combat, roll 1d6 to see which damage type is currently the immunity and which is the vulnerability; roll again for the vulnerability type if it matches the immunity type (the immunity and vulnerability can never be of the same damage type). At the start of each of the giant's turns, roll 1d6 again to see what the new immunity type is; roll again if it is the same as the immunity from the previous round (and thus the current vulnerability).

  1. Acid
  2. Force
  3. Cold
  4. Fire
  5. Necrotic or Radiant (50% chance for either)
  6. Lightning

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will: detect magic, light
3/day each: command, control weather, water breathing
1/day each: cone of cold, cloudkill, fireball, lightning bolt, stinking cloud, stoneskin

Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.

Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.

Magic Weapons. The giant's weapon attacks are magical.

Spellcasting. The giant is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). The giant has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, protection from evil and good, sanctuary, shield of faith
2nd level (3 slots): augury, hold person, silence, zone of truth
3rd level (3 slots): clairvoyance, dispel magic, sending, tongues
4th level (3 slots): banishment, divination, freedom of movement
5th level (3 slots): commune, flame strike, scrying
6th level (2 slots): heal, true seeing
7th level (2 slots): divine word, plane shift
8th level (1 slot): earthquake
9th level (1 slot): mass heal

Actions

Multiattack. The giant can use its Commanding Presence. It then makes three attacks with the Scepter of Annam, in any combination of melee or elemental ray attacks.

Scepter of Annam (melee). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 31 (3d12 + 10) bludgeoning damage plus 21 (6d6) elemental damage (the type of damage being the active elemental aura immunity).

Scepter of Annam (elemental ray). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 49 (14d6) elemental damage (the type of damage being the active elemental aura immunity).

Aura-Infused Rock. Ranged Weapon Attack: +18 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage plus 21 (6d6) elemental damage (the type of damage being the active elemental aura immunity).

Commanding Presence. Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 25 Wisdom saving throw or become charmed for 1 minute. Giants have disadvantage on the saving throw. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Commanding Presence for the next 24 hours. Charmed creatures act in a friendly manner towards the giant and are amenable towards its commands, but won't do anything that would be harmful towards themselves or those they perceive as allies.

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Legendary Actions

The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.

Attack. The giant makes one melee or ray attack with the Scepter of Annam.
Bolster. The giant bolsters all nonhostile giants within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the giant’s next turn.
Stomp (Costs 2 Actions). The giant stomps one of its feet at a point on the ground within 10 feet of it. Any creatures within 20 feet of the point must make a DC 26 Strength saving throw or be knocked prone. Any creature in a 5-foot-radius, 10-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 22 (4d10) bludgeoning damage plus 21 (6d6) elemental aura damage (the type of damage being the active elemental aura immunity) and fall prone. Until the giant uses its Stomp again or moves, the creature is restrained, and is subject to the giant's elemental aura damage at the start of each of its (the restrained creature's) turn. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the giant and is no longer restrained.

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Undead Giants

Giant Skeleton

Giant skeletons are usually created by frost giant wrathbringers or other followers of Kostchtchie. Sometimes, however, enterprising necromancers can discover the process of creating them for themselves, allowing them to raise some spectacular and unusual undead guards and minions. Others may spontaneously form from the corpses of giants who died in areas suffused with necrotic energies or other evil forces. While most giant skeletons are created from frost giant corpses, it is not unheard of for the bodies of giants of other subtypes to undergo the process as well.


Giant Skeleton

Huge undead, lawful evil


  • Armor Class 13 (scraps of patchwork armor)
  • Hit Points 102 (12d12 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Giant but can't speak
  • Challenge 4 (1,100 XP)

Actions

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage


Giant Zombie

Giant zombies are created under much the same circumstances as giant skeletons are.


Giant Zombie

Huge undead, neutral evil


  • Armor Class 8
  • Hit Points 147 (14d12 + 56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 18 (+4) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +1
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Giant but can't speak
  • Challenge 5 (1,800 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage

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Variants: Giant skeletons and zombies from various giant subraces

These undead were created using frost giants as the base creature, since, due to the cult of Kostchtchie, frost giants are by far the most common type of giant to be raised as undead. When it comes to undead of various other giant subraces, there are two courses of action. The first, and easiest, is to assume that the rituals to raise an undead giant are standardized, and inevitably result in identical undead no matter what the original subrace. This is simple and fairly logical, although it may raise some questions on how hill giant undead are stronger than their living forms (perhaps it's a result of the magic used, or perhaps hill giants can use the minotaur and ogre variants of skeletons and zombies respectively, with minimal editing). The second course would be to adjust the stats in order to better reflect the various subraces. This is most easily done by adjusting the strength and the resulting attack bonuses and weapon damages. Since stone giants have the same strength as frost giants, the same stat blocks can be used. For other types of giants, the adjustment would be as follows:
Hill giant: -1 to hit and -1 to damage
Fire giant: +1 to hit and +1 to damage
Cloud giant: +3 to hit as skeleton, +2 to hit as zombie, and +2 damage
Storm giant: +4 to hit as skeleton, +3 to hit as zombie, and +3 to damage.

Hill and fire giant undead would have the same CRs as the base giant undead, while cloud and storm giant undead would have CRs one higher than the base giant undead.

Weapons with similar damage (giant-sized greataxes, greatswords, or mauls) can be substituted to better fit the flavor of the various subraces; this will not alter the various CRs.

Changing armor classes and hit dice, however, will likely alter the CR, in some cases dramatically. With so many potential permutations, the dungeon master who wants to make such changes would need to follow the custom monster creation rules in the Dungeon Master's Guide.

Created using the Homebrewery
Homebrew by Demetrios1453
Formated by Amratat

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