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<blockquote data-quote="Demetrios1453" data-source="post: 6963796" data-attributes="member: 6801060"><p>The Stone Giant Thane is ready, but still fleshing out my ideas for the Runecarver...</p><p></p><p></p><p><u><strong>Stone Giant Thane</strong></u></p><p></p><p>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.</p><p><strong><em>One with the Stone</em></strong></p><p>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. </p><p><strong><em>Crystalline Weapons</em></strong></p><p>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.</p><p><strong><em>Wise Leaders</em></strong></p><p>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. </p><p></p><p></p><p></p><p><u><strong>Stone Giant Thane</strong></u></p><p><em>Huge giant (stone giant), neutral</em></p><p></p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 187 (15d12 + 90)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 15 (+2) <strong>CON</strong> 22 (+6) <strong>INT</strong> 10 (+0) <strong>WIS</strong> 18 (+4) <strong>CHA</strong> 9 (-1)</p><p></p><p><strong>Saving Throws</strong> Dex +6, Con +10, Wis +8</p><p><strong>Skills</strong> Athletics +13, Perception +8</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical weapons</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 18</p><p><strong>Languages</strong> Giant, Terran</p><p><strong>Challenge</strong> 11 (7,200 XP)</p><p></p><p></p><p><strong><em>Earth Glide</em></strong>. 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. </p><p></p><p></p><p><strong><em>Spellcasting.</em></strong> 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:</p><p></p><p>Cantrips (at will): <em>guidance, light, resistance, sacred flame</em></p><p>1st level (4 slots): <em>command, cure wounds, guiding bolt, identify, sanctuary, shield of faith</em></p><p>2nd level (3 slots): <em>augury, hold person, lesser restoration, silence, suggestion</em></p><p>3rd level (3 slots): <em>dispel magic, glyph of warding, nondetection, spirit guardians, speak with dead</em></p><p>4th level (1 slot): <em>arcane eye, confusion, stone shape</em></p><p></p><p></p><p><strong><em>Stone Camouflage.</em></strong> The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><em><strong>Multiattack.</strong></em> The giant makes two crystalline greatclub attacks</p><p></p><p><em><strong>Crystalline Greatclub.</strong> Melee Weapon Attack:</em> +10 to hit, reach 15 ft., one target. <em>Hit:</em> 19 (3d8 + 6) bludgeoning damage plus 14 (4d6) thunder damage.</p><p></p><p><em><strong>Rock</strong> Ranged Weapon Attack:</em> +10 to hit, range 60/240 ft., one target. <em>Hit:</em> 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.</p><p></p><p><em><strong>Resonating Smash (Recharge 5-6)</strong></em> 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.</p><p></p><p></p><p><strong><u>Reactions</u></strong></p><p></p><p><strong><em>Rock Catching.</em></strong> 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.</p><p></p><p></p><p>(Note: if you're wondering why there are so many cleric spells prepared, clerics of Skoraeus Stonebones gain access to the Knowledge Domain. I added the spells for the domain, but nothing else, as the thane's other abilities would more than make up for that).</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6963796, member: 6801060"] The Stone Giant Thane is ready, but still fleshing out my ideas for the Runecarver... [U][B]Stone Giant Thane[/B][/U] 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. [B][I]One with the Stone[/I][/B] 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. [B][I]Crystalline Weapons[/I][/B] 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. [B][I]Wise Leaders[/I][/B] 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. [U][B]Stone Giant Thane[/B][/U] [I]Huge giant (stone giant), neutral[/I] [B]Armor Class[/B] 18 (natural armor) [B]Hit Points[/B] 187 (15d12 + 90) [B]Speed[/B] 40 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 15 (+2) [B]CON[/B] 22 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 18 (+4) [B]CHA[/B] 9 (-1) [B]Saving Throws[/B] Dex +6, Con +10, Wis +8 [B]Skills[/B] Athletics +13, Perception +8 [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical weapons [B]Senses[/B] darkvision 60 ft., passive Perception 18 [B]Languages[/B] Giant, Terran [B]Challenge[/B] 11 (7,200 XP) [B][I]Earth Glide[/I][/B]. 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. [B][I]Spellcasting.[/I][/B] 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): [I]guidance, light, resistance, sacred flame[/I] 1st level (4 slots): [I]command, cure wounds, guiding bolt, identify, sanctuary, shield of faith[/I] 2nd level (3 slots): [I]augury, hold person, lesser restoration, silence, suggestion[/I] 3rd level (3 slots): [I]dispel magic, glyph of warding, nondetection, spirit guardians, speak with dead[/I] 4th level (1 slot): [I]arcane eye, confusion, stone shape[/I] [B][I]Stone Camouflage.[/I][/B] The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. [U][B]Actions[/B][/U] [I][B]Multiattack.[/B][/I] The giant makes two crystalline greatclub attacks [I][B]Crystalline Greatclub.[/B] Melee Weapon Attack:[/I] +10 to hit, reach 15 ft., one target. [I]Hit:[/I] 19 (3d8 + 6) bludgeoning damage plus 14 (4d6) thunder damage. [I][B]Rock[/B] Ranged Weapon Attack:[/I] +10 to hit, range 60/240 ft., one target. [I]Hit:[/I] 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. [I][B]Resonating Smash (Recharge 5-6)[/B][/I] 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. [B][U]Reactions[/U][/B] [B][I]Rock Catching.[/I][/B] 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. (Note: if you're wondering why there are so many cleric spells prepared, clerics of Skoraeus Stonebones gain access to the Knowledge Domain. I added the spells for the domain, but nothing else, as the thane's other abilities would more than make up for that). [/QUOTE]
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