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<blockquote data-quote="Demetrios1453" data-source="post: 6973797" data-attributes="member: 6801060"><p>This post will detail two types of giant undead, the giant skeleton and the giant zombie.</p><p></p><p></p><p></p><p><u><strong>Giant Skeleton</strong></u></p><p></p><p>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.</p><p></p><p></p><p><u><strong>Giant Skeleton</strong></u></p><p><em>Huge undead, lawful evil</em></p><p></p><p><strong>Armor Class</strong> 13 (scraps of patchwork armor)</p><p><strong>Hit Points</strong> 102 (12d12 + 24)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 15 (+2) <strong>INT</strong> 6 (-2) <strong>WIS</strong> 8 (-1) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Damage Vulnerabilities</strong> bludgeoning</p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> exhaustion, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 9</p><p><strong>Languages</strong> understands Giant but can't speak</p><p><strong>Challenge</strong> 4 (1,100 XP)</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><em><strong>Greataxe.</strong> Melee Weapon Attack:</em> +8 to hit, reach 10 ft., one target. <em>Hit:</em> 25 (3d12 + 6) bludgeoning damage </p><p></p><p></p><p></p><p></p><p><u><strong>Giant Zombie</strong></u></p><p></p><p>Giant zombies are created under much the same circumstances as giant skeletons are.</p><p></p><p></p><p><u><strong>Giant Zombie</strong></u></p><p><em>Huge undead, neutral evil</em></p><p></p><p><strong>Armor Class</strong> 8</p><p><strong>Hit Points</strong> 147 (14d12 + 56)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 6 (-2) <strong>CON</strong> 18 (+4) <strong>INT</strong> 3 (-4) <strong>WIS</strong> 6 (-2) <strong>CHA</strong> 5 (-3)</p><p></p><p><strong>Saving Throws</strong> Wis +1 </p><p><strong>Damage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> exhaustion, poisoned</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 8</p><p><strong>Languages</strong> understands Giant but can't speak</p><p><strong>Challenge</strong> 5 (1,800 XP)</p><p></p><p></p><p><strong><em>Undead Fortitude.</em></strong> 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.</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><em><strong>Maul.</strong> Melee Weapon Attack:</em> +9 to hit, reach 10 ft., one target. <em>Hit:</em> 27 (6d6 + 6) bludgeoning damage </p><p></p><p></p><p></p><p></p><p><strong>Variants: Giant skeletons and zombies from various giant subraces</strong></p><p></p><p>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:</p><p></p><p>Hill giant: -1 to hit and -1 to damage</p><p>Fire giant: +1 to hit and +1 to damage</p><p>Cloud giant: +3 to hit as skeleton, +2 to hit as zombie, and +2 damage</p><p>Storm giant: +4 to hit as skeleton, +3 to hit as zombie, and +3 to damage.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 <em>Dungeon Master's Guide</em>.</p><p></p><p></p><p></p><p>OK, now that we've had our undead excursion, next time we'll heat things up a bit, with the fire giant pyromancer...</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6973797, member: 6801060"] This post will detail two types of giant undead, the giant skeleton and the giant zombie. [U][B]Giant Skeleton[/B][/U] 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. [U][B]Giant Skeleton[/B][/U] [I]Huge undead, lawful evil[/I] [B]Armor Class[/B] 13 (scraps of patchwork armor) [B]Hit Points[/B] 102 (12d12 + 24) [B]Speed[/B] 40 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 9 (-1) [B]CON[/B] 15 (+2) [B]INT[/B] 6 (-2) [B]WIS[/B] 8 (-1) [B]CHA[/B] 5 (-3) [B]Damage Vulnerabilities[/B] bludgeoning [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] exhaustion, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 9 [B]Languages[/B] understands Giant but can't speak [B]Challenge[/B] 4 (1,100 XP) [U][B]Actions[/B][/U] [I][B]Greataxe.[/B] Melee Weapon Attack:[/I] +8 to hit, reach 10 ft., one target. [I]Hit:[/I] 25 (3d12 + 6) bludgeoning damage [U][B]Giant Zombie[/B][/U] Giant zombies are created under much the same circumstances as giant skeletons are. [U][B]Giant Zombie[/B][/U] [I]Huge undead, neutral evil[/I] [B]Armor Class[/B] 8 [B]Hit Points[/B] 147 (14d12 + 56) [B]Speed[/B] 30 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 6 (-2) [B]CON[/B] 18 (+4) [B]INT[/B] 3 (-4) [B]WIS[/B] 6 (-2) [B]CHA[/B] 5 (-3) [B]Saving Throws[/B] Wis +1 [B]Damage Immunities[/B] poison [B]Condition Immunities[/B] exhaustion, poisoned [B]Senses[/B] darkvision 60 ft., passive Perception 8 [B]Languages[/B] understands Giant but can't speak [B]Challenge[/B] 5 (1,800 XP) [B][I]Undead Fortitude.[/I][/B] 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. [U][B]Actions[/B][/U] [I][B]Maul.[/B] Melee Weapon Attack:[/I] +9 to hit, reach 10 ft., one target. [I]Hit:[/I] 27 (6d6 + 6) bludgeoning damage [B]Variants: Giant skeletons and zombies from various giant subraces[/B] 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 [I]Dungeon Master's Guide[/I]. OK, now that we've had our undead excursion, next time we'll heat things up a bit, with the fire giant pyromancer... [/QUOTE]
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