Here is the second of my two stone giant variants, the arcane magic using Stone Giant Runecarver.
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.
Stone Giant Runecarver
Huge giant (stone giant), neutral
Armor Class 17 (natural armor)
Hit Points 149 (14d12 + 70)
Speed 40 ft.
STR 23 (+6)
DEX 15 (+2)
CON 20 (+5)
INT 18 (+4)
WIS 12 (+1)
CHA 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.
Coming soon - we go up to the next giant race in the Ordning: frost giants. We'll be starting with the Frost Giant Reaver. Also, I'm going to add two further creatures beyond my originally planned three in the frost giant section as an additional bonus...
