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Giants !
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<blockquote data-quote="Amatiel" data-source="post: 7353809" data-attributes="member: 6791461"><p>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.</p><p></p><p><strong>Earth Giant, Mountain</strong></p><p> </p><p>CREATURES OF STONE AND ROCK, earth giants are mean, uncouth, territorial monsters that often enslave smaller, weaker creatures.</p><p>Earth giants live in mountainside caves, as well as valleys, rocky barrens, canyons, and foothills.</p><p> </p><p><em>Huge giant, chaotic evil</em></p><p><strong>Armor Class </strong>16 (natural armor)</p><p><strong>Hit Points </strong>192 (16d12 + 80) </p><p><strong>Speed </strong>40 ft.</p><p></p><p><strong>STR</strong> 21 (+5)</p><p><strong>DEX</strong> 10 (+0)</p><p><strong>CON</strong> 20 (+5)</p><p><strong>INT</strong> 8 (-1)</p><p><strong>WIS</strong> 9 (-1)</p><p><strong>CHA</strong> 8 (-1)</p><p></p><p><strong>Saving Throws </strong>Str +8, Con +8</p><p><strong>Skills </strong>Athletics +10, Perception +2</p><p><strong>Senses </strong>Low-light vision, passive Perception 12</p><p><strong>Languages </strong> Giant</p><p><strong>Challenge </strong>8</p><p> </p><p><strong><em>Brute.</em></strong> A melee weapon deals one extra die of its damage (included in the stat block).</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A mountain giant makes two greatclub attacks.</p><p> </p><p><strong><em>Greatclub.</em></strong> Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 23 (4d8 + 5) bludgeoning damage.</p><p> </p><p><strong><em>Rock.</em></strong> Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 27 (4d10 + 5) bludgeoning damage.</p><p> </p><p></p><p></p><p><strong>Earth Giant, Titan</strong></p><p> </p><p><em>Huge giant, chaotic evil</em></p><p><strong>Armor Class </strong>18 (natural armor)</p><p><strong>Hit Points </strong>252 (21d12 + 105) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 25 (+7)</p><p><strong>DEX</strong> 8 (-1)</p><p><strong>CON</strong> 22 (+5)</p><p><strong>INT</strong> 10 (+0)</p><p><strong>WIS</strong> 10 (+0)</p><p><strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Saving Throws </strong>Str +12 Con +10</p><p><strong>Skills </strong>Athletics +12, Perception +5</p><p><strong>Senses </strong>Low-light vision, passive Perception 15</p><p><strong>Languages </strong> Giant</p><p><strong>Challenge </strong>13</p><p> </p><p><strong><em>Brute.</em></strong> A melee weapon deals two extra die of its damage (included in the stat block).</p><p> </p><p><strong><em>Legendary Resistance (3/day).</em></strong> If the titan fails a saving throw, it can choose to succeed instead.</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>An earth titan can make two unarmed, slam attacks.</p><p> </p><p><strong><em>Slam.</em></strong> Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 25 (5d8 + 7) bludgeoning damage.</p><p> </p><p><strong><em>Rock.</em></strong> Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 34 (5d10 + 7) bludgeoning damage.</p><p> </p><p><strong>Legendary Actions. </strong>An earth titan can take 3 legendary actions, chosen from the options below. </p><p> </p><p><strong>Charge (Costs 1 Action). </strong>Can dash up to 20 feet without provoking an attack of opportunity and make one slam attack.</p><p><strong>Hurl Rock (Costs 1 Action). </strong>Can make one rock attack.</p><p><strong>Thunderous Stomp (Costs 2 Actions). </strong>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.</p><p></p><p></p><p></p><p></p><p><strong>Fire Giant, Battle Lord</strong></p><p> </p><p><em>SELF-PROCLAIMED LORDS OF FLAME, fire giants are militaristic tyrants who enjoy testing their mettle against formidable adversaries.</em></p><p><em>Fire giants typically dwell in mountainous regions, in lava filled caves and underneath volcanoes. They are also found in deserts and barren wastelands.</em></p><p> </p><p><em>Huge giant, lawful evil</em></p><p><strong>Armor Class </strong>21 (plate)</p><p><strong>Hit Points </strong>234 (18d12 + 108) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 25 (+7)</p><p><strong>DEX</strong> 12 (+1)</p><p><strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 10 (+0)</p><p><strong>WIS</strong> 10 (+0)</p><p><strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Saving Throws </strong>Dex +5, Con +10, Cha +6</p><p><strong>Skills </strong>Athletics +10, Intimidation +6, Perception +4</p><p><strong>Damage Immunties </strong> fire</p><p><strong>Senses </strong>Low-light vision, passive Perception 14</p><p><strong>Languages </strong> Giant</p><p><strong>Challenge </strong>11</p><p> </p><p><strong><em>Surtr’s Blessing.</em></strong> The battle lord can charge his weapons with fire. Attacks cause an additional 2d6 fire damage (included in stat block).</p><p> </p><p><strong><em>Tactical Awareness.</em></strong> The battle lord’s armor class is increased by his charisma modifier (included in stat block).</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A battle lord makes two greatsword, or two javelin attacks.</p><p> </p><p><strong><em>Greatsword.</em></strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) slashing damage plus 7 (2d6) <em>fire</em> damage.</p><p> </p><p><strong><em>Iron Javelin.</em></strong> Ranged Weapon Attack: +11 to hit, range 60/240 ft., one creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) <em>fire</em> damage.</p><p> </p><p> </p><p> </p><p></p><p><strong>Fire Giant, Forgecaller</strong></p><p> </p><p><em>Huge giant, lawful evil</em></p><p><strong>Armor Class </strong>20 (plate, shield)</p><p><strong>Hit Points </strong>286 (22d12 + 132) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 25 (+7)</p><p><strong>DEX</strong> 12 (+1)</p><p><strong>CON</strong> 22 (+6)</p><p><strong>INT</strong> 10 (+0)</p><p><strong>WIS</strong> 22 (+6)</p><p><strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Saving Throws </strong>Dex +6, Con +11, Cha +8</p><p><strong>Skills </strong>Athletics +12, Intimidation +11, Perception +11, Religion +6</p><p><strong>Damage Immunties </strong> fire</p><p><strong>Senses </strong>Low-light vision, passive Perception 21</p><p><strong>Languages </strong> Giant, Primordial</p><p><strong>Challenge </strong>14</p><p> </p><p><strong><em>Surtr’s Blessing.</em></strong> 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. </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A forgecaller makes two mace attacks.</p><p> </p><p><strong><em>Mace.</em></strong> Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 28 (3d6 + 7) bludgeoning damage.</p><p> </p><p><strong><em>Spellcasting.</em></strong> 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:</p><p>Cantrips (at will): <em>control flames, guidance, fire bolt, light, spare the dying, thaumaturgy</em></p><p>1st level (4 slots):<em> burning hands, cure wounds, detect magic, faerie fire, healing word, sanctuary, shield of faith</em></p><p>2nd level (3 slots):<em> flaming sphere, hold person, lesser restoration, prayer of healing, scorching ray</em></p><p>3rd level (3 slots): <em>dispel magic, fireball, magic circle, melf’s minute meteors, tongues, revivify, water walk</em></p><p>4th level (3 slot): <em>death ward, divination, fireshield, freedom of movement, wall of fire</em></p><p>5th level (2 slot): <em>greater restoration, immolation, mass cure wounds</em></p><p>6th level (1 slot): <em>heal</em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><strong>Fire Giant, Titan</strong></p><p> </p><p><em>Huge giant, lawful evil</em></p><p><strong>Armor Class </strong>23 (plate)</p><p><strong>Hit Points </strong>325 (25d12 + 150) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 29 (+9)</p><p><strong>DEX</strong> 15 (+2)</p><p><strong>CON</strong> 23 (+6)</p><p><strong>INT</strong> 10 (+0)</p><p><strong>WIS</strong> 13 (+1)</p><p><strong>CHA</strong> 21 (+5)</p><p></p><p><strong>Saving Throws </strong>Dex +8, Con +12, Cha +11</p><p><strong>Skills </strong>Athletics +15, Insight +7, Intimidation +7, Perception +7</p><p><strong>Damage Immunties </strong> fire</p><p><strong>Senses </strong>Low-light vision, passive Perception 17</p><p><strong>Languages </strong> Giant, Primordial</p><p><strong>Challenge </strong>18</p><p> </p><p><strong><em>Legendary Resistance (3/day).</em></strong> If the titan fails a saving throw, it can choose to succeed instead.</p><p><strong><em>Surtr’s Blessing.</em></strong> The titan can charge his weapons with fire. Attacks cause an additional 3d6 fire damage (included in stat block).</p><p><strong><em>Tactical Awareness.</em></strong> The titan’s armor class is increased by his charisma modifier (included in stat block).</p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p> </p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A titan makes three greatsword, or three javelin attacks.</p><p> </p><p><strong><em>Greatsword.</em></strong> Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (6d6 + 9) slashing damage plus 10 (3d6) <em>fire</em> damage.</p><p> </p><p><strong><em>Iron Javelin.</em></strong> Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 19 (3d6 + 9) bludgeoning damage plus 10 (3d6) <em>fire</em> damage.</p><p> </p><p><strong>Legendary Actions. </strong>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).</p><p><strong>Charge (Costs 1 Action). </strong>Can dash up to 20 feet without provoking an attack of opportunity and make one greatsword attack.</p><p><strong>Fire Bolt (Costs 1 Action). </strong>Can cast a <em>fire bolt</em> (3d10)<em>.</em></p><p><strong>Ashes to Ashes (Costs 2 Actions). </strong>Can cast <em>immolation.</em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em></em><strong>Frost Giant, Reaver</strong></p><p> </p><p><em>Frost giants live in bitter northern lands. They are brutal, superstitious and murderous creatures among whom only might makes right.</em></p><p> </p><p><em>Huge giant, neutral evil</em></p><p><strong>Armor Class </strong>17 (patchwork hide)</p><p><strong>Hit Points </strong>192 (16d12 + 80) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p>[<strong>STR</strong> 23 (+6)</p><p><strong>DEX</strong> 15 (+2)</p><p><strong>CON</strong> 21 (+5)</p><p><strong>INT</strong> 10 (+0)</p><p><strong>WIS</strong> 14 (+2)</p><p><strong>CHA</strong> 12 (+1)</p><p></p><p><strong>Saving Throws </strong>Con +9, Wis +6, Cha +5</p><p><strong>Skills </strong>Athletics +10, Perception +6, Survival +6</p><p><strong>Damage Immunties </strong> cold</p><p><strong>Senses </strong>Low-light vision, passive Perception 16</p><p><strong>Languages </strong> Giant</p><p><strong>Challenge </strong>10</p><p> </p><p><strong><em>Brute.</em></strong> A melee weapon deals one extra die of its damage (included in the stat block).</p><p> </p><p><strong><em>Ice Walk.</em></strong> A frost giant ignores movement restrictions caused by ice or snow.</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong><em>Winter’s Blessing.</em></strong> A frost reaver can see through arctic weather conditions such as a sleet storm or blizzard to a range of 120 feet. </p><p> </p><p></p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A frost reaver wields a battleaxe in each hand. The can make three axe attacks.</p><p> </p><p><strong><em>Battle Axe.</em></strong> Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) slashing damage.</p><p> </p><p><strong><em>Rocks.</em></strong> Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 33 (5d10 + 6) bludgeoning damage. </p><p></p><p><strong>Frost Giant, Ice Shaper</strong></p><p> </p><p><em>Huge giant, neutral evil</em></p><p><strong>Armor Class </strong>19 (patchwork hide, shield)</p><p><strong>Hit Points </strong>240 (20d12 + 100) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 23 (+6)</p><p><strong>DEX</strong> 15 (+2)</p><p><strong>CON</strong> 21 (+5)</p><p><strong>INT</strong> 12 (+1)</p><p><strong>WIS</strong> 20 (+5)</p><p><strong>CHA</strong> 15 (+2)</p><p></p><p><strong>Saving Throws </strong>Con +12, Wis +9, Cha +9</p><p><strong>Skills </strong>Athletics +11, Insight +10, Perception +10, Religion +6, Survival +10</p><p><strong>Damage Immunties </strong> cold</p><p><strong>Senses </strong>Low-light vision, passive Perception 20</p><p><strong>Languages </strong> Giant, Primordial</p><p><strong>Challenge </strong>13</p><p> </p><p><strong><em>Ice Armor.</em></strong> 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.</p><p> </p><p><strong><em>Ice Walk.</em></strong> A frost giant ignores movement restrictions caused by ice or snow.</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong><em>Winter’s Blessing.</em></strong> 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 <em>cold </em>damage, they can deal maximum damage, instead of rolling twice per day.</p><p> </p><p> </p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>An ice shaper makes two axe attacks.</p><p> </p><p><strong><em>Battle Axe.</em></strong> Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) slashing damage</p><p> </p><p><strong><em>Rock.</em></strong> Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 28 (4d10 + 6) bludgeoning damage. </p><p> </p><p></p><p><strong><em>Spellcasting.</em></strong> 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:</p><p> </p><p>Cantrips (at will): <em>guidance, frostbite, light, ray of frost, spare the dying, thaumaturgy</em></p><p>1st level (4 slots):<em> cure wounds, detect magic, fog cloud, healing word, ice knife, sanctuary, shield of faith</em></p><p>2nd level (3 slots):<em> hold person, lesser restoration, gust of wind, prayer of healing, snilloc’s snowball</em></p><p>3rd level (3 slots): <em>dispel magic, revivify, sleet storm, tongues, water walk</em></p><p>4th level (3 slot): <em>death ward, divination, freedom of movement, ice storm, wall of snow (as fire).</em></p><p>5th level (2 slot): <em>cone of cold, greater restoration, mass cure wounds.</em></p><p>6th level (1 slot): <em>heal, wall of ice.</em></p><p></p><p><strong>Frost Giant, Titan</strong></p><p> </p><p><em>Huge giant, neutral evil</em></p><p><strong>Armor Class </strong>20 (patchwork hide)</p><p><strong>Hit Points </strong>312 (24d12 + 144) </p><p><strong>Speed </strong>40 ft.</p><p> </p><p><strong>STR</strong> 28 (+9)</p><p><strong>DEX</strong> 19 (+4)</p><p><strong>CON</strong> 23 (+6)</p><p><strong>INT</strong> 12 (+1)</p><p><strong>WIS</strong> 17 (+3)</p><p><strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Saving Throws </strong>Con +12, Wis +9, Cha +9</p><p><strong>Skills </strong>Athletics +15, Insight +9, Perception +9, Survival +9</p><p><strong>Damage Immunties </strong> cold</p><p><strong>Senses </strong>Low-light vision, passive Perception 16</p><p><strong>Languages </strong> Giant, Primordial</p><p><strong>Challenge </strong>17</p><p> </p><p> </p><p><strong><em>Ice Walk.</em></strong> A frost giant ignores movement restrictions caused by ice or snow.</p><p> </p><p><strong><em>Fimbul Winter.</em></strong> 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).</p><p> </p><p><strong><em>Legendary Resistance (3/day).</em></strong> If the titan fails a saving throw, it can choose to succeed instead.</p><p> </p><p><strong><em>Towering Steps.</em></strong> A giant can move through the space of any creature that is two sizes smaller than them.</p><p> </p><p><strong><em>Winter’s Blessing.</em></strong> 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).</p><p> </p><p> </p><p><strong>ACTIONS </strong></p><p><strong>Multiattack. </strong>A frost reaver makes three axe attacks.</p><p> </p><p><strong><em>Great Axe.</em></strong> Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (3d12 + 9) slashing damage plus 7 (2d6) <em>cold</em> damage.</p><p> </p><p><strong><em>Rocks.</em></strong> Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 25 (3d10 + 9) bludgeoning damage plus 7 (2d6) <em>cold</em> damage. </p><p> </p><p> </p><p> </p><p><strong>Legendary Actions. </strong>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).</p><p><strong>Charge (Costs 1 Action). </strong>Can dash up to 20 feet without provoking an attack of opportunity and make one axe attack.</p><p><strong>Ice Bolt (Costs 1 Action). </strong>Can cast a <em>ray of frost</em> (3d8)<em>.</em></p><p><strong>Ice Storm (Costs 2 Actions). </strong>Can cast <em>sleet storm.</em></p></blockquote><p></p>
[QUOTE="Amatiel, post: 7353809, member: 6791461"] 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. [B]Earth Giant, Mountain[/B] 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. [I]Huge giant, chaotic evil[/I] [B]Armor Class [/B]16 (natural armor) [B]Hit Points [/B]192 (16d12 + 80) [B]Speed [/B]40 ft. [B]STR[/B] 21 (+5) [B]DEX[/B] 10 (+0) [B]CON[/B] 20 (+5) [B]INT[/B] 8 (-1) [B]WIS[/B] 9 (-1) [B]CHA[/B] 8 (-1) [B]Saving Throws [/B]Str +8, Con +8 [B]Skills [/B]Athletics +10, Perception +2 [B]Senses [/B]Low-light vision, passive Perception 12 [B]Languages [/B] Giant [B]Challenge [/B]8 [B][I]Brute.[/I][/B] A melee weapon deals one extra die of its damage (included in the stat block). [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B]ACTIONS [/B] [B]Multiattack. [/B]A mountain giant makes two greatclub attacks. [B][I]Greatclub.[/I][/B] Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 23 (4d8 + 5) bludgeoning damage. [B][I]Rock.[/I][/B] Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 27 (4d10 + 5) bludgeoning damage. [B]Earth Giant, Titan[/B] [I]Huge giant, chaotic evil[/I] [B]Armor Class [/B]18 (natural armor) [B]Hit Points [/B]252 (21d12 + 105) [B]Speed [/B]40 ft. [B]STR[/B] 25 (+7) [B]DEX[/B] 8 (-1) [B]CON[/B] 22 (+5) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 6 (-2) [B]Saving Throws [/B]Str +12 Con +10 [B]Skills [/B]Athletics +12, Perception +5 [B]Senses [/B]Low-light vision, passive Perception 15 [B]Languages [/B] Giant [B]Challenge [/B]13 [B][I]Brute.[/I][/B] A melee weapon deals two extra die of its damage (included in the stat block). [B][I]Legendary Resistance (3/day).[/I][/B] If the titan fails a saving throw, it can choose to succeed instead. [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B]ACTIONS [/B] [B]Multiattack. [/B]An earth titan can make two unarmed, slam attacks. [B][I]Slam.[/I][/B] Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 25 (5d8 + 7) bludgeoning damage. [B][I]Rock.[/I][/B] Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 34 (5d10 + 7) bludgeoning damage. [B]Legendary Actions. [/B]An earth titan can take 3 legendary actions, chosen from the options below. [B]Charge (Costs 1 Action). [/B]Can dash up to 20 feet without provoking an attack of opportunity and make one slam attack. [B]Hurl Rock (Costs 1 Action). [/B]Can make one rock attack. [B]Thunderous Stomp (Costs 2 Actions). [/B]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. [B]Fire Giant, Battle Lord[/B] [I]SELF-PROCLAIMED LORDS OF FLAME, fire giants are militaristic tyrants who enjoy testing their mettle against formidable adversaries.[/I] [I]Fire giants typically dwell in mountainous regions, in lava filled caves and underneath volcanoes. They are also found in deserts and barren wastelands.[/I] [I]Huge giant, lawful evil[/I] [B]Armor Class [/B]21 (plate) [B]Hit Points [/B]234 (18d12 + 108) [B]Speed [/B]40 ft. [B]STR[/B] 25 (+7) [B]DEX[/B] 12 (+1) [B]CON[/B] 22 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 16 (+3) [B]Saving Throws [/B]Dex +5, Con +10, Cha +6 [B]Skills [/B]Athletics +10, Intimidation +6, Perception +4 [B]Damage Immunties [/B] fire [B]Senses [/B]Low-light vision, passive Perception 14 [B]Languages [/B] Giant [B]Challenge [/B]11 [B][I]Surtr’s Blessing.[/I][/B] The battle lord can charge his weapons with fire. Attacks cause an additional 2d6 fire damage (included in stat block). [B][I]Tactical Awareness.[/I][/B] The battle lord’s armor class is increased by his charisma modifier (included in stat block). [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B]ACTIONS [/B] [B]Multiattack. [/B]A battle lord makes two greatsword, or two javelin attacks. [B][I]Greatsword.[/I][/B] Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) slashing damage plus 7 (2d6) [I]fire[/I] damage. [B][I]Iron Javelin.[/I][/B] Ranged Weapon Attack: +11 to hit, range 60/240 ft., one creature. Hit: 17 (3d6 + 7) bludgeoning damage plus 7 (2d6) [I]fire[/I] damage. [B]Fire Giant, Forgecaller[/B] [I]Huge giant, lawful evil[/I] [B]Armor Class [/B]20 (plate, shield) [B]Hit Points [/B]286 (22d12 + 132) [B]Speed [/B]40 ft. [B]STR[/B] 25 (+7) [B]DEX[/B] 12 (+1) [B]CON[/B] 22 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 22 (+6) [B]CHA[/B] 16 (+3) [B]Saving Throws [/B]Dex +6, Con +11, Cha +8 [B]Skills [/B]Athletics +12, Intimidation +11, Perception +11, Religion +6 [B]Damage Immunties [/B] fire [B]Senses [/B]Low-light vision, passive Perception 21 [B]Languages [/B] Giant, Primordial [B]Challenge [/B]14 [B][I]Surtr’s Blessing.[/I][/B] 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. [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B]ACTIONS [/B] [B]Multiattack. [/B]A forgecaller makes two mace attacks. [B][I]Mace.[/I][/B] Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 28 (3d6 + 7) bludgeoning damage. [B][I]Spellcasting.[/I][/B] 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): [I]control flames, guidance, fire bolt, light, spare the dying, thaumaturgy[/I] 1st level (4 slots):[I] burning hands, cure wounds, detect magic, faerie fire, healing word, sanctuary, shield of faith[/I] 2nd level (3 slots):[I] flaming sphere, hold person, lesser restoration, prayer of healing, scorching ray[/I] 3rd level (3 slots): [I]dispel magic, fireball, magic circle, melf’s minute meteors, tongues, revivify, water walk[/I] 4th level (3 slot): [I]death ward, divination, fireshield, freedom of movement, wall of fire[/I] 5th level (2 slot): [I]greater restoration, immolation, mass cure wounds[/I] 6th level (1 slot): [I]heal [/I] [B]Fire Giant, Titan[/B] [I]Huge giant, lawful evil[/I] [B]Armor Class [/B]23 (plate) [B]Hit Points [/B]325 (25d12 + 150) [B]Speed [/B]40 ft. [B]STR[/B] 29 (+9) [B]DEX[/B] 15 (+2) [B]CON[/B] 23 (+6) [B]INT[/B] 10 (+0) [B]WIS[/B] 13 (+1) [B]CHA[/B] 21 (+5) [B]Saving Throws [/B]Dex +8, Con +12, Cha +11 [B]Skills [/B]Athletics +15, Insight +7, Intimidation +7, Perception +7 [B]Damage Immunties [/B] fire [B]Senses [/B]Low-light vision, passive Perception 17 [B]Languages [/B] Giant, Primordial [B]Challenge [/B]18 [B][I]Legendary Resistance (3/day).[/I][/B] If the titan fails a saving throw, it can choose to succeed instead. [B][I]Surtr’s Blessing.[/I][/B] The titan can charge his weapons with fire. Attacks cause an additional 3d6 fire damage (included in stat block). [B][I]Tactical Awareness.[/I][/B] The titan’s armor class is increased by his charisma modifier (included in stat block). [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B]ACTIONS [/B] [B]Multiattack. [/B]A titan makes three greatsword, or three javelin attacks. [B][I]Greatsword.[/I][/B] Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (6d6 + 9) slashing damage plus 10 (3d6) [I]fire[/I] damage. [B][I]Iron Javelin.[/I][/B] Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 19 (3d6 + 9) bludgeoning damage plus 10 (3d6) [I]fire[/I] damage. [B]Legendary Actions. [/B]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). [B]Charge (Costs 1 Action). [/B]Can dash up to 20 feet without provoking an attack of opportunity and make one greatsword attack. [B]Fire Bolt (Costs 1 Action). [/B]Can cast a [I]fire bolt[/I] (3d10)[I].[/I] [B]Ashes to Ashes (Costs 2 Actions). [/B]Can cast [I]immolation. [/I][B]Frost Giant, Reaver[/B] [I]Frost giants live in bitter northern lands. They are brutal, superstitious and murderous creatures among whom only might makes right.[/I] [I]Huge giant, neutral evil[/I] [B]Armor Class [/B]17 (patchwork hide) [B]Hit Points [/B]192 (16d12 + 80) [B]Speed [/B]40 ft. [[B]STR[/B] 23 (+6) [B]DEX[/B] 15 (+2) [B]CON[/B] 21 (+5) [B]INT[/B] 10 (+0) [B]WIS[/B] 14 (+2) [B]CHA[/B] 12 (+1) [B]Saving Throws [/B]Con +9, Wis +6, Cha +5 [B]Skills [/B]Athletics +10, Perception +6, Survival +6 [B]Damage Immunties [/B] cold [B]Senses [/B]Low-light vision, passive Perception 16 [B]Languages [/B] Giant [B]Challenge [/B]10 [B][I]Brute.[/I][/B] A melee weapon deals one extra die of its damage (included in the stat block). [B][I]Ice Walk.[/I][/B] A frost giant ignores movement restrictions caused by ice or snow. [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B][I]Winter’s Blessing.[/I][/B] A frost reaver can see through arctic weather conditions such as a sleet storm or blizzard to a range of 120 feet. [B]ACTIONS [/B] [B]Multiattack. [/B]A frost reaver wields a battleaxe in each hand. The can make three axe attacks. [B][I]Battle Axe.[/I][/B] Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) slashing damage. [B][I]Rocks.[/I][/B] Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 33 (5d10 + 6) bludgeoning damage. [B]Frost Giant, Ice Shaper[/B] [I]Huge giant, neutral evil[/I] [B]Armor Class [/B]19 (patchwork hide, shield) [B]Hit Points [/B]240 (20d12 + 100) [B]Speed [/B]40 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 15 (+2) [B]CON[/B] 21 (+5) [B]INT[/B] 12 (+1) [B]WIS[/B] 20 (+5) [B]CHA[/B] 15 (+2) [B]Saving Throws [/B]Con +12, Wis +9, Cha +9 [B]Skills [/B]Athletics +11, Insight +10, Perception +10, Religion +6, Survival +10 [B]Damage Immunties [/B] cold [B]Senses [/B]Low-light vision, passive Perception 20 [B]Languages [/B] Giant, Primordial [B]Challenge [/B]13 [B][I]Ice Armor.[/I][/B] 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. [B][I]Ice Walk.[/I][/B] A frost giant ignores movement restrictions caused by ice or snow. [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B][I]Winter’s Blessing.[/I][/B] 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 [I]cold [/I]damage, they can deal maximum damage, instead of rolling twice per day. [B]ACTIONS [/B] [B]Multiattack. [/B]An ice shaper makes two axe attacks. [B][I]Battle Axe.[/I][/B] Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 19 (3d8 + 6) slashing damage [B][I]Rock.[/I][/B] Ranged Weapon Attack: +10 to hit, range 60/240 ft., one creature. Hit: 28 (4d10 + 6) bludgeoning damage. [B][I]Spellcasting.[/I][/B] 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): [I]guidance, frostbite, light, ray of frost, spare the dying, thaumaturgy[/I] 1st level (4 slots):[I] cure wounds, detect magic, fog cloud, healing word, ice knife, sanctuary, shield of faith[/I] 2nd level (3 slots):[I] hold person, lesser restoration, gust of wind, prayer of healing, snilloc’s snowball[/I] 3rd level (3 slots): [I]dispel magic, revivify, sleet storm, tongues, water walk[/I] 4th level (3 slot): [I]death ward, divination, freedom of movement, ice storm, wall of snow (as fire).[/I] 5th level (2 slot): [I]cone of cold, greater restoration, mass cure wounds.[/I] 6th level (1 slot): [I]heal, wall of ice.[/I] [B]Frost Giant, Titan[/B] [I]Huge giant, neutral evil[/I] [B]Armor Class [/B]20 (patchwork hide) [B]Hit Points [/B]312 (24d12 + 144) [B]Speed [/B]40 ft. [B]STR[/B] 28 (+9) [B]DEX[/B] 19 (+4) [B]CON[/B] 23 (+6) [B]INT[/B] 12 (+1) [B]WIS[/B] 17 (+3) [B]CHA[/B] 16 (+3) [B]Saving Throws [/B]Con +12, Wis +9, Cha +9 [B]Skills [/B]Athletics +15, Insight +9, Perception +9, Survival +9 [B]Damage Immunties [/B] cold [B]Senses [/B]Low-light vision, passive Perception 16 [B]Languages [/B] Giant, Primordial [B]Challenge [/B]17 [B][I]Ice Walk.[/I][/B] A frost giant ignores movement restrictions caused by ice or snow. [B][I]Fimbul Winter.[/I][/B] 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). [B][I]Legendary Resistance (3/day).[/I][/B] If the titan fails a saving throw, it can choose to succeed instead. [B][I]Towering Steps.[/I][/B] A giant can move through the space of any creature that is two sizes smaller than them. [B][I]Winter’s Blessing.[/I][/B] 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). [B]ACTIONS [/B] [B]Multiattack. [/B]A frost reaver makes three axe attacks. [B][I]Great Axe.[/I][/B] Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 30 (3d12 + 9) slashing damage plus 7 (2d6) [I]cold[/I] damage. [B][I]Rocks.[/I][/B] Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 25 (3d10 + 9) bludgeoning damage plus 7 (2d6) [I]cold[/I] damage. [B]Legendary Actions. [/B]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). [B]Charge (Costs 1 Action). [/B]Can dash up to 20 feet without provoking an attack of opportunity and make one axe attack. [B]Ice Bolt (Costs 1 Action). [/B]Can cast a [I]ray of frost[/I] (3d8)[I].[/I] [B]Ice Storm (Costs 2 Actions). [/B]Can cast [I]sleet storm.[/I] [/QUOTE]
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