D&D 5E Homebrew Giant Elites

I know exactly what you mean - I just did a 5e update of Kostchtchie and it about killed me! ;)

Thank you again for this entry - makes much more sense than Vaprak. That being said, when I was making my Kostchtchie update it strongly suggested the his worship was quite common among frost giants. So much so that it was considered, by him at least, that non-worshipers are not "true" frost giants. Just wandered where you are taking your inspiration from. To be clear, I prefer your approach, just curious about the source.

Well, so far in 5e, it seems that Thrym is the main patron for frost giants, and other patrons are the exception (Kotschtchie barely warrants a mention in VGtM, for example, and I don't think he's even name-checked in SKT or OoTA, both of which would be ideal places for at least a mention). Even in 3e, it seems that Thrym had the upper hand (in Fiendish Codex II: Hordes of the Abyss, the Prince of Wrath is angered by the "legions" of frost giants who don't follow him - of course there his idea of "conversion" is to personally kill a tribe's jarl and lead them on a rampage, which does seem a bit hands-on for a demon prince). Granted, it could be done the other way, but I had fun with the idea of sneakily evil frost giants taking over by using their warlock powers...
 
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dave2008

Legend
Well, so far in 5e, it seems that Thrym is the main patron for frost giants, and other patrons are the exception (Kotschtchie barely warrants a mention in VGtM, for example, and I don't think he's even name-checked in SKT or OoTA, both of which would be ideal places for at least a mention). Even in 3e, it seems that Thrym had the upper hand (in Fiendish Codex II: Hordes of the Abyss, the Prince of Wrath is angered by the "legions" of frost giants who don't follow him - of course there his idea of "conversion" is to personally kill a tribe's jarl and lead them on a rampage, which does seem a bit hands-on for a demon prince). Granted, it could be done the other way, but I had fun with the idea of sneakily evil frost giants taking over by using their warlock powers...

So it is assumption via omission. That makes sense, I prefer the connection to Thrym personally as it never made sense to me that frost giants would, in general, follow a demon lord.
 

This post will detail two types of giant undead, the giant skeleton and the giant zombie.



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 23 (+6) DEX 9 (-1) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 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 23 (+6) DEX 6 (-2) CON 18 (+4) INT 3 (-4) WIS 6 (-2) CHA 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




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.



OK, now that we've had our undead excursion, next time we'll heat things up a bit, with the fire giant pyromancer...
 
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dave2008

Legend
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.

Why are there no stone giant undead? Is it a mistake or is there a story hidden in there?
 



This post will detail the fire giant pyromancer, your best bet for a nasty fiery death this side of the Elemental Plane of Fire. Believe it or not, I actually had to tone this one down a bit - I originally gave them access to 8th-level spells and incendiary cloud, which I now realize is a particularly horrific spell (since it lasts multiple rounds), which, combined with the Fire in the Blood ability, would have launched the base damage part of the offensive CR all the way up to CR 23! Granted, the rest of the CR calculation would have brought that down, so, if you want a nice CR 14 challenge for your party, just add incendiary cloud to what I'm giving you here, and enjoy the resulting barbecue!


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.
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 23 (+6) DEX 11 (+0) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 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




Next up, the imposing rulers of fire giant settlements: the fire giant dukes...
 
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dave2008

Legend
This post will detail the fire giant pyromancer, your best bet for a nasty fiery death this side of the Elemental Plane of Fire. Believe it or not, I actually had to tone this one down a bit - I originally gave them access to 8th-level spells and incendiary cloud, which I now realize is a particularly horrific spell (since it lasts multiple rounds), which, combined with the Fire in the Blood ability, would have launched the base damage part of the offensive CR all the way up to CR 23! Granted, the rest of the CR calculation would have brought that down, so, if you want a nice CR 14 challenge for your party, just add incendiary cloud to what I'm giving you here, and enjoy the resulting barbecue!


Fire Giant Pyromancer

For fire giants, society, and the ordning, is 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.
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 25 (+7) DEX 11 (+0) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4)

Saving Throws Dex +4, Con +10, Cha +8
Skills Athletics +11, 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: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage or 20 (3d8 + 7) bludgeoning damage if used two-handed.

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




Next up, the imposing rulers of fire giant settlements: the fire giant dukes...

Another great entry - thank you for sharing. My only suggestion would be to keep multiattack w/ the quarter staff. Also, I must admit when you called it an iron quarterstaff I thought you were going to increase the damage, which I think would be justified. Maybe 3d8 / 3d10? Well one more, investiture of flame seems more thematic than disintegrate at 6th level. I realize the fire immunity doesn't do any good, but it gives him/her some melee protection (which they will want if you don't add multiattack and provides cold resistance which could be useful, an attack option, and it gets a boost from fire in the blood

EDIT: I realize my suggestion isn't on the sorcerer spell list, but I think you can use the same justification as heat metal. In the same vein I could see flame strike at 5th level instead of cloudkill - but maybe I am getting too fire heavy ;)
 
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dave2008

Legend
Fire Giant Pyromancer
Huge giant (fire giant), lawful evil

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

Wait, on a 3rd look I am concerned about its HP and AC. That is a defensive CR of only 7. Is its offensive CR really high enough to counter act that?
 

Wait, on a 3rd look I am concerned about its HP and AC. That is a defensive CR of only 7. Is its offensive CR really high enough to counter act that?

Yep.

With the damage enhanced by adding 1 damage for each d6 rolled due to Fire in the Blood, the first three rounds would be:

Delayed Blast Fireball: 54 damage x 2 = 108 damage
Fireball cast at 6th level: 49.5 x 2 = 99 damage
Fireball cast at 5th level: 45 x 2 = 90 damage

Total: 297 over 3 rounds, averaging 99 damage/round, which is CR 16. The save DC of 16 drops that by 1 for a total offensive CR of 15. With a defensive CR of 7, that averages to a CR 11. That's why I had to pull incendiary cloud from them, since that caused things to get totally ridiculous on the offensive side...
 

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