I think that sounds acceptable. A rock thrown by a giant should hurt a lot, especially if you don't know it is coming.So... if somehow while organizing my giants into nice PDF form I was inspired to create a few more giants to add to those I already had, I have an interesting question:
If a giant variant were to be built on a rogue chassis, would the ranged rock attack be eligible for sneak attack damage? Rogue sneak attack damage is possible if the weapon used is "a finesse or ranged weapon", which reading up on various interpretations seems to indicate anything under simple ranged, martial ranged, or any melee that has the finesse quality. Since the rocks are never used for melee combat, they would seem to fall exclusively under the ranged category, and, thus, from my reading, be eligible for sneak attack damage.
Any other opinions for or against?
Sounds good!Also: I've slightly revised the Hill Giant Chief, since in comparison to the other giant leaders, it's was a bit bland and needed some minor spicing up. I'll update it once I've finished work on at least one of my new giants...
Stone giants seem perfect for a monk overlay. Can't believe I never thought of that. Nice work and thank you for sharing!Here is the Stone Giant Rock Fist, a stone giant monk-type. I'm also thinking about a frost giant bard-type, but I'll need some work to make it unique from some others I've seen.
Stone Giant Rock Fist
Stone giants pride themselves on their athletic abilities. While most simply participate in periodic competitions, for a few the desire to improve themselves physically becomes an all-encompassing drive for bodily perfection. Combining a rigorous exercise regimen with long periods of deep meditation and contemplation on the inherent strengths of the element of earth, they form a small, loosely-structured organization within stone giant society. Known as rock fists, they eschew any and all melee weapons, relying on their fists alone to defend themselves and to strike their enemies.
Meditation on Earth. Rock fists emulate stone. One would think that being a member of a race known as stone giants, this would be a given, but rock fists take it far beyond others of their type. They often spend hours, or even days, at a time in small, isolated caverns, where they meditate and commune with the very earth itself. Those that attempt this are by no means always ultimately successful – many undertake the path of a rock fist, but only a few, believed to be favored by Skoraeus Stonebones himself, gain the enlightenment necessary to become a rock fist. As their meditations progress, their bodies become ever more stone-like, often taking on a craggy, angular appearance; yet they paradoxically become even more dexterous, able to move in a flowing manner that belies their apparent solidity.
Powerful Unarmed Attackers. Having been granted the power of the earth itself, rock fists refuse to use any melee weapon other than their fists. Having become one with both their bodies and the stone itself through their meditations, they are able to channel the power of earth through their fists, allowing them to strike with powerful, devastating blows. But their affinity for stone does not mean they are slow and ponderous, however. Their natural athleticism as stone giants, combined with their complete awareness and control of their own bodies make rock fists surprisingly quick and agile. Many foes have, at first glance, thought they must be lumbering, sluggish creatures, only to find, to their dismay, that the rock fists can nimbly dodge their blows, and follow up with sudden, devastating ripostes with their fists.
Fraternity of Stone. Rock fists hold a unique position in stone giant society. Although they are part of that society, intermingling with their fellow stone giants when not meditating, they are also separate from it due to their singular abilities. Many smaller stone giant settlements will have at most one rock fist, who will live among the others, if slightly off to one side to gain at least some isolation for his or her meditations. In larger settlements, however, a separate cavern or cavern complex is often assigned solely to the stone fists, who use it as living quarters, gathering place, and an area to meditate together.
Stone Giant Rock Fist
Huge giant (stone giant), lawful neutral
Armor Class 20 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 55 ft.
STR 23 (+6) DEX 16 (+3) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 9 (-1)
Saving Throws DEX +7, CON +9, WIS +6
Skills Athletics +13, Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages Giant, Terran
Challenge 9 (2,900 XP)
Flurry of Blows (3/day). Immediately after the giant takes the Attack action on its turn, it can make two unarmed strikes as a bonus action. Whenever the giant hits a creature with one of the attacks granted by its Flurry of Blows, it can impose one of the following effects on that target:
It must succeed on a DC 14 Dexterity saving throw or be knocked prone.
It must make a DC 14 Strength saving throw. If it fails, the giant can push it up to 15 feet away from it.
It can’t take reactions until the end of the giant's next turn.
Patient Defense (2/day). The giant can take the Dodge action as a bonus action on its turn
Stunning Strike (1/day). When the giant hits another creature with a melee weapon attack, it can attempt a stunning strike. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The giant makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
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 18 Strength saving throw or be knocked 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.
Here is the Stone Giant Rock Fist, a stone giant monk-type. I'm also thinking about a frost giant bard-type, but I'll need some work to make it unique from some others I've seen.
Stone Giant Rock Fist
Stone giants pride themselves on their athletic abilities. While most simply participate in periodic competitions, for a few the desire to improve themselves physically becomes an all-encompassing drive for bodily perfection. Combining a rigorous exercise regimen with long periods of deep meditation and contemplation on the inherent strengths of the element of earth, they form a small, loosely-structured organization within stone giant society. Known as rock fists, they eschew any and all melee weapons, relying on their fists alone to defend themselves and to strike their enemies.
Meditation on Earth. Rock fists emulate stone. One would think that being a member of a race known as stone giants, this would be a given, but rock fists take it far beyond others of their type. They often spend hours, or even days, at a time in small, isolated caverns, where they meditate and commune with the very earth itself. Those that attempt this are by no means always ultimately successful – many undertake the path of a rock fist, but only a few, believed to be favored by Skoraeus Stonebones himself, gain the enlightenment necessary to become a rock fist. As their meditations progress, their bodies become ever more stone-like, often taking on a craggy, angular appearance; yet they paradoxically become even more dexterous, able to move in a flowing manner that belies their apparent solidity.
Powerful Unarmed Attackers. Having been granted the power of the earth itself, rock fists refuse to use any melee weapon other than their fists. Having become one with both their bodies and the stone itself through their meditations, they are able to channel the power of earth through their fists, allowing them to strike with powerful, devastating blows. But their affinity for stone does not mean they are slow and ponderous, however. Their natural athleticism as stone giants, combined with their complete awareness and control of their own bodies make rock fists surprisingly quick and agile. Many foes have, at first glance, thought they must be lumbering, sluggish creatures, only to find, to their dismay, that the rock fists can nimbly dodge their blows, and follow up with sudden, devastating ripostes with their fists.
Fraternity of Stone. Rock fists hold a unique position in stone giant society. Although they are part of that society, intermingling with their fellow stone giants when not meditating, they are also separate from it due to their singular abilities. Many smaller stone giant settlements will have at most one rock fist, who will live among the others, if slightly off to one side to gain at least some isolation for his or her meditations. In larger settlements, however, a separate cavern or cavern complex is often assigned solely to the stone fists, who use it as living quarters, gathering place, and an area to meditate together.
Stone Giant Rock Fist
Huge giant (stone giant), lawful neutral
Armor Class 20 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 55 ft.
STR 23 (+6) DEX 16 (+3) CON 20 (+5) INT 10 (+0) WIS 14 (+2) CHA 9 (-1)
Saving Throws DEX +7, CON +9, WIS +6
Skills Athletics +13, Perception +6
Senses Darkvision 60 ft., Passive Perception 16
Languages Giant, Terran
Challenge 9 (2,900 XP)
Flurry of Blows (3/day). Immediately after the giant takes the Attack action on its turn, it can make two unarmed strikes as a bonus action. Whenever the giant hits a creature with one of the attacks granted by its Flurry of Blows, it can impose one of the following effects on that target:
It must succeed on a DC 14 Dexterity saving throw or be knocked prone.
It must make a DC 14 Strength saving throw. If it fails, the giant can push it up to 15 feet away from it.
It can’t take reactions until the end of the giant's next turn.
Patient Defense (2/day). The giant can take the Dodge action as a bonus action on its turn
Stunning Strike (1/day). When the giant hits another creature with a melee weapon attack, it can attempt a stunning strike. The target must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The giant makes two unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
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 18 Strength saving throw or be knocked 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.
I love the idea of a monk stone giant, but I wonder: would they, flavour-wise, be better as dancers?
The Stone Giant Ordning is built around art, and meditating for years doesn't seem to further that. Stone Giants who study movement and dance would still be rare, as it is such an impermanent art form, but would also fit a rapid, unarmed fighting style better, at least in my opinion. Just because they fight like a monk, doesn't mean they have to meditate all the time.
Just my thoughts, I do love these elites!!
I've always seen fire giants as the warrior type, so maybe a battlemaster or samurai build?And any ideas for another fire giant variant? They're getting a bit left behind compared to the others!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.