Giants !

Amatiel

Explorer
I'll be starting the giants campaign shortly, and I miss the variety that we had back with 4e. So... I have made a few stat blocks I thought I would share for some appraisal before they meet the puny adventures.

Earth Giant, Mountain

CREATURES OF STONE AND ROCK, earth giants are mean, uncouth, territorial monsters that often enslave smaller, weaker creatures.
Earth giants live in mountainside caves, as well as valleys, rocky barrens, canyons, and foothills.

Huge giant, chaotic evil
Armor Class 16 (natural armor)
Hit Points 192 (16d12 + 80)
Speed 40 ft.

STR 21 (+5)
DEX 10 (+0)
CON 20 (+5)
INT 8 (-1)
WIS 9 (-1)
CHA 8 (-1)

Saving Throws Str +8, Con +8
Skills Athletics +10, Perception +2
Senses Low-light vision, passive Perception 12
Languages Giant
Challenge 8

Brute. A melee weapon deals one extra die of its damage (included in the stat block).

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

ACTIONS
Multiattack. A mountain giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 23 (4d8 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 27 (4d10 + 5) bludgeoning damage.



Earth Giant, Titan

Huge giant, chaotic evil
Armor Class 18 (natural armor)
Hit Points 252 (21d12 + 105)
Speed 40 ft.

STR 25 (+7)
DEX 8 (-1)
CON 22 (+5)
INT 10 (+0)
WIS 10 (+0)
CHA 6 (-2)

Saving Throws Str +12 Con +10
Skills Athletics +12, Perception +5
Senses Low-light vision, passive Perception 15
Languages Giant
Challenge 13

Brute. A melee weapon deals two extra die of its damage (included in the stat block).

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

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

ACTIONS
Multiattack. An earth titan can make two unarmed, slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 25 (5d8 + 7) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 34 (5d10 + 7) bludgeoning damage.

Legendary Actions. An earth titan can take 3 legendary actions, chosen from the options below.

Charge (Costs 1 Action). Can dash up to 20 feet without provoking an attack of opportunity and make one slam attack.
Hurl Rock (Costs 1 Action). Can make one rock attack.
Thunderous Stomp (Costs 2 Actions). Slams a foot onto the earth. Each creature within 10 feet of the titan must succeed on a DC 20 Dexterity saving throw or take 21 (4d6+7) bludgeoning damage and be knocked prone.




Fire Giant, Battle Lord

SELF-PROCLAIMED LORDS OF FLAME, fire giants are militaristic tyrants who enjoy testing their mettle against formidable adversaries.
Fire giants typically dwell in mountainous regions, in lava filled caves and underneath volcanoes. They are also found in deserts and barren wastelands.

Huge giant, lawful evil
Armor Class 21 (plate)
Hit Points 234 (18d12 + 108)
Speed 40 ft.

STR 25 (+7)
DEX 12 (+1)
CON 22 (+6)
INT 10 (+0)
WIS 10 (+0)
CHA 16 (+3)

Saving Throws Dex +5, Con +10, Cha +6
Skills Athletics +10, Intimidation +6, Perception +4
Damage Immunties fire
Senses Low-light vision, passive Perception 14
Languages Giant
Challenge 11

Surtr’s Blessing. The battle lord can charge his weapons with fire. Attacks cause an additional 2d6 fire damage (included in stat block).

Tactical Awareness. The battle lord’s armor class is increased by his charisma modifier (included in stat block).

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

ACTIONS
Multiattack. A battle lord makes two greatsword, or two javelin attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) slashing damage plus 7 (2d6) fire damage.

Iron Javelin. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) fire damage.




Fire Giant, Forgecaller

Huge giant, lawful evil
Armor Class 20 (plate, shield)
Hit Points 286 (22d12 + 132)
Speed 40 ft.

STR 25 (+7)
DEX 12 (+1)
CON 22 (+6)
INT 10 (+0)
WIS 22 (+6)
CHA 16 (+3)

Saving Throws Dex +6, Con +11, Cha +8
Skills Athletics +12, Intimidation +11, Perception +11, Religion +6
Damage Immunties fire
Senses Low-light vision, passive Perception 21
Languages Giant, Primordial
Challenge 14

Surtr’s Blessing. A forgecaller can add their Wisdom modifier to the damage roll of spells that deal fire damage. Additionally, when a forgecaller casts a spell that deals fire damage, the spell causes additional fire damage the following round equal to 50% the damage taken.
Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

ACTIONS
Multiattack. A forgecaller makes two mace attacks.

Mace. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 28 (3d6 + 7) bludgeoning damage.

Spellcasting. A forgecaller is a 12th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). A forgecaller typically has the following spells prepared:
Cantrips (at will): control flames, guidance, fire bolt, light, spare the dying, thaumaturgy
1st level (4 slots): burning hands, cure wounds, detect magic, faerie fire, healing word, sanctuary, shield of faith
2nd level (3 slots): flaming sphere, hold person, lesser restoration, prayer of healing, scorching ray
3rd level (3 slots): dispel magic, fireball, magic circle, melf’s minute meteors, tongues, revivify, water walk
4th level (3 slot): death ward, divination, fireshield, freedom of movement, wall of fire
5th level (2 slot): greater restoration, immolation, mass cure wounds
6th level (1 slot): heal



Fire Giant, Titan

Huge giant, lawful evil
Armor Class 23 (plate)
Hit Points 325 (25d12 + 150)
Speed 40 ft.

STR 29 (+9)
DEX 15 (+2)
CON 23 (+6)
INT 10 (+0)
WIS 13 (+1)
CHA 21 (+5)

Saving Throws Dex +8, Con +12, Cha +11
Skills Athletics +15, Insight +7, Intimidation +7, Perception +7
Damage Immunties fire
Senses Low-light vision, passive Perception 17
Languages Giant, Primordial
Challenge 18

Legendary Resistance (3/day). If the titan fails a saving throw, it can choose to succeed instead.
Surtr’s Blessing. The titan can charge his weapons with fire. Attacks cause an additional 3d6 fire damage (included in stat block).
Tactical Awareness. The titan’s armor class is increased by his charisma modifier (included in stat block).
Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.



ACTIONS
Multiattack. A titan makes three greatsword, or three javelin attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (6d6 + 9) slashing damage plus 10 (3d6) fire damage.

Iron Javelin. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 19 (3d6 + 9) bludgeoning damage plus 10 (3d6) fire damage.

Legendary Actions. A titan can take 3 legendary actions, chosen from the options below. A titan is an 16th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
Charge (Costs 1 Action). Can dash up to 20 feet without provoking an attack of opportunity and make one greatsword attack.
Fire Bolt (Costs 1 Action). Can cast a fire bolt (3d10).
Ashes to Ashes (Costs 2 Actions). Can cast immolation.




Frost Giant, Reaver

Frost giants live in bitter northern lands. They are brutal, superstitious and murderous creatures among whom only might makes right.

Huge giant, neutral evil
Armor Class 17 (patchwork hide)
Hit Points 192 (16d12 + 80)
Speed 40 ft.

[STR 23 (+6)
DEX 15 (+2)
CON 21 (+5)
INT 10 (+0)
WIS 14 (+2)
CHA 12 (+1)

Saving Throws Con +9, Wis +6, Cha +5
Skills Athletics +10, Perception +6, Survival +6
Damage Immunties cold
Senses Low-light vision, passive Perception 16
Languages Giant
Challenge 10

Brute. A melee weapon deals one extra die of its damage (included in the stat block).

Ice Walk. A frost giant ignores movement restrictions caused by ice or snow.

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

Winter’s Blessing. A frost reaver can see through arctic weather conditions such as a sleet storm or blizzard to a range of 120 feet.



ACTIONS
Multiattack. A frost reaver wields a battleaxe in each hand. The can make three axe attacks.

Battle Axe. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) slashing damage.

Rocks. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 33 (5d10 + 6) bludgeoning damage.

Frost Giant, Ice Shaper

Huge giant, neutral evil
Armor Class 19 (patchwork hide, shield)
Hit Points 240 (20d12 + 100)
Speed 40 ft.

STR 23 (+6)
DEX 15 (+2)
CON 21 (+5)
INT 12 (+1)
WIS 20 (+5)
CHA 15 (+2)

Saving Throws Con +12, Wis +9, Cha +9
Skills Athletics +11, Insight +10, Perception +10, Religion +6, Survival +10
Damage Immunties cold
Senses Low-light vision, passive Perception 20
Languages Giant, Primordial
Challenge 13

Ice Armor. An ice shaper frost giant can endow their armor with the power of winter. The ice shaper gains resistance to fire, bludgeoning, piercing, and slashing damage.

Ice Walk. A frost giant ignores movement restrictions caused by ice or snow.

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

Winter’s Blessing. An ice shaper can see through arctic weather conditions such as a sleet storm or a blizzard to a range of 120 feet. When rolling cold damage, they can deal maximum damage, instead of rolling twice per day.



ACTIONS
Multiattack. An ice shaper makes two axe attacks.

Battle Axe. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) slashing damage

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


Spellcasting. An ice shaper is a 11th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). An ice shaper typically has the following spells prepared:

Cantrips (at will): guidance, frostbite, light, ray of frost, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect magic, fog cloud, healing word, ice knife, sanctuary, shield of faith
2nd level (3 slots): hold person, lesser restoration, gust of wind, prayer of healing, snilloc’s snowball
3rd level (3 slots): dispel magic, revivify, sleet storm, tongues, water walk
4th level (3 slot): death ward, divination, freedom of movement, ice storm, wall of snow (as fire).
5th level (2 slot): cone of cold, greater restoration, mass cure wounds.
6th level (1 slot): heal, wall of ice.

Frost Giant, Titan

Huge giant, neutral evil
Armor Class 20 (patchwork hide)
Hit Points 312 (24d12 + 144)
Speed 40 ft.

STR 28 (+9)
DEX 19 (+4)
CON 23 (+6)
INT 12 (+1)
WIS 17 (+3)
CHA 16 (+3)

Saving Throws Con +12, Wis +9, Cha +9
Skills Athletics +15, Insight +9, Perception +9, Survival +9
Damage Immunties cold
Senses Low-light vision, passive Perception 16
Languages Giant, Primordial
Challenge 17


Ice Walk. A frost giant ignores movement restrictions caused by ice or snow.

Fimbul Winter. A creature that touches a titan or hits it with a melee attack while within 5 feet of it takes (2d6) cold damage. It’s attacks cause an additional 2d6 cold damage (included in stat block).

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

Towering Steps. A giant can move through the space of any creature that is two sizes smaller than them.

Winter’s Blessing. A frost reaver can see through arctic weather conditions such as a sleet storm or blizzard to a range of 120 feet. The titan’s armor class is increased by his charisma modifier (included in stat block).


ACTIONS
Multiattack. A frost reaver makes three axe attacks.

Great Axe. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (3d12 + 9) slashing damage plus 7 (2d6) cold damage.

Rocks. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 25 (3d10 + 9) bludgeoning damage plus 7 (2d6) cold damage.



Legendary Actions. A titan can take 3 legendary actions, chosen from the options below. A titan is a 15th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Charge (Costs 1 Action). Can dash up to 20 feet without provoking an attack of opportunity and make one axe attack.
Ice Bolt (Costs 1 Action). Can cast a ray of frost (3d8).
Ice Storm (Costs 2 Actions). Can cast sleet storm.
 
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ChameleonX

Explorer
If you want more Giants for your campaign, you can give this a look.

Also, to be helpful, Towering Steps is redundant, since IIRC, all creatures can move through a space occupied by a creature two or more sizes smaller than them.

EDIT: confirmed; "Moving around other creatures," PHB pg. 191
 
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Schmoe

Adventurer
Looks pretty cool. I'd be tempted to give the Mountain Giant something like the following:

Sweep. The giant makes a Great Club attack against up to three adjacent opponents within reach. Anyone struck by this attack must make an Athletics check with a DC equal to the damage taken or be pushed back 5' and knocked prone.
 


akr71

Hero
Looks pretty cool. I'd be tempted to give the Mountain Giant something like the following:

Sweep. The giant makes a Great Club attack against up to three adjacent opponents within reach. Anyone struck by this attack must make an Athletics check with a DC equal to the damage taken or be pushed back 5' and knocked prone.

Personally, I think this ability should be available to any giant creature type - ogres, trolls, etc.
 


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