D&D 5E Homebrew Giant Elites

The attack bonus is +10, you have that correct. However, this is how the affects the CR:

Offensive CR:
1) Calculate DPR: in this case DPR of 48 equates to a CR of 7; which has an expectyed attack bonus of +6
2) Determine expected attack bonus based on DPR CR (7); which in this case is +6
3) Calculate the effect of a different attack bonus on the Offensive CR. For every 2 difference in attack bonus adjust the CR by 1. So we take the giants actual attack bonus of 10 and subtract the expected bonus of 6 given a a result of 4, then divide this by 2, resulting in an adjustment of +2 to the CR
4) Adjust the DPR CR (7) with the attack bonus adjustment (+2), resulting in an offensive CR of: 7 + 2 = CR 9

In other words:
You look at the DPR column first ( CR 7), and then adjust that CR by the difference in the bonus (+10, actual, - +6, expected) divided by 2 (round down).

You do not subtract the attack bonus CRs from each other as you did, you subtract the actual bonus (DMG pg 274=275):
"Now look at the attack bonus suggested for the monster challenge rating. If your monster's attack bonus is at least two points higher or lower than that number (referring to the attack bonus suggested), adjust the challenge rating suggested by its damage output up or down by 1 for every 2 points of difference."

*bold underline for emphasis and italics added by me

I hope that helps: FYI, I made the same mistake at first too, I even had a spreadsheet made that calculated CR they way you thought before I realized my mistake
After I had posted my last post I realized that might have been the error I was making. The wording in the DMG is a bit obtuse, but now the whole process does make a lot more sense as it seemed AC and attack bonus were causing everything to be a lot more swingy than it needed to be. It also looks like the correct process will be a heck of a lot simpler and intuitive.

Thanks for the help, and I'll get to correcting what I've posted so far!

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OK, I've edited both the Hill Giant Chief and Stone Giant Thane based on how to actually calculate CRs correctly. Dave2008's suggestions and pointers cleared up a lot of what was confusing for me in 5e monster creation/upgrading, and has smoothed out the process significantly for me - as long as I'm now getting it right of course! :D

The hill giant chief should now have a defensive CR of 7 (172 HP = CR 7, AC of 15 is the expected AC for that CR so no adjustment) and an offensive CR of 9 (51 points of expected damage per round = CR 8, attack bonus of +9 is two higher than the expected attack bonus of +7, which would adjust the CR up by 1 to CR 9), averaging to an overall CR of 8.

The stone giant thane should now have a defensive, offensive, and overall CR of 11. Defensively it would be: 187 hit points * 1.25 for resistance = 233 effective hit points = CR 11; AC 18 is only one above the expected AC of 17, so does not adjust the defensive CR, meaning the final defensive CR is 11. Offensively it would be: 72 damage (1st round - resonating smash) + 64 (2nd round - greatclub attack) + 64 (3rd round - greatclub attack) = 200 total damage for 3 rounds = 66 average damage per round = CR 10; attack bonus of +10 is three higher than the expected attack bonus of +7, which would adjust the offensive CR up by one to CR 11. And of course the average of 11 and 11 is 11 :D

Hopefully they are correct this time - if Dave2008 or anyone wants to check my math I would be most appreciative! And then I can get to work on the other planned variants afterwards...
 
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dave2008

Legend
OK, I've edited both the Hill Giant Chief and Stone Giant Thane based on how to actually calculate CRs correctly. Dave2008's suggestions and pointers cleared up a lot of what was confusing for me in 5e monster creation/upgrading, and has smoothed out the process significantly for me - as long as I'm now getting it right of course! :D

The hill giant chief should now have a defensive CR of 7 (172 HP = CR 7, AC of 15 is the expected AC for that CR so no adjustment) and an offensive CR of 9 (51 points of expected damage per round = CR 8, attack bonus of +9 is two higher than the expected attack bonus of +7, which would adjust the CR up by 1 to CR 9), averaging to an overall CR of 8.

The stone giant thane should now have a defensive, offensive, and overall CR of 11. Defensively it would be: 187 hit points * 1.25 for resistance = 233 effective hit points = CR 11; AC 18 is only one above the expected AC of 17, so does not adjust the defensive CR, meaning the final defensive CR is 11. Offensively it would be: 72 damage (1st round - resonating smash) + 64 (2nd round - greatclub attack) + 64 (3rd round - greatclub attack) = 200 total damage for 3 rounds = 66 average damage per round = CR 10; attack bonus of +10 is three higher than the expected attack bonus of +7, which would adjust the offensive CR up by one to CR 11. And of course the average of 11 and 11 is 11 :D

Hopefully they are correct this time - if Dave2008 or anyone wants to check my math I would be most appreciative! And then I can get to work on the other planned variants afterwards...

They look good to me - thank you for the updates. I've wanted to updated paragon level monsters (10-19), but I've been to focused with my Epic updates to get to these. I look forward to future installments. Thank you again for posting these, I really feel we need some giant leaders.
 

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... :)
 
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dave2008

Legend
Another great edition. Quick question, have you seen the giants in Volo's Guide to Monsters? Just curious since there are some higher CR versions of the giants in there as well.
 

Another great edition. Quick question, have you seen the giants in Volo's Guide to Monsters? Just curious since there are some higher CR versions of the giants in there as well.

Yep, mentioned in my first post - that they were OK, and for the most part perfectly usable, but generally not "typical" giants you would see in a giant settlement. Of the six in that book, I really only see the fire giant dreadnought as a reasonably normal part of fire giant society; the others would be pretty rare or outright outcasts. That, combined with SKT's lack of new elite variant giants, is what made me start on this project.
 

Bitbrain

Lost in Dark Sun
Yep, mentioned in my first post - that they were OK, and for the most part perfectly usable, but generally not "typical" giants you would see in a giant settlement.

Slightly off topic but based on the lore they developed for some of the volo's Giants, I'd say that somebody was watching too much Attack on Titan.

The Mouth of Grolantor is a baseline Titan.
The Dreamwalker's Petrifying Touch/Absorption ability is very similar to one of the Female Titan's powers.
The Everlasting One is basically the Rogue Titan (but uglier, possessing potentially multiple heads, and thoroughly evil).
The Dreadnought IS the Armored Titan. With two Shields.
 
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dave2008

Legend
Yep, mentioned in my first post - that they were OK, and for the most part perfectly usable, but generally not "typical" giants you would see in a giant settlement. Of the six in that book, I really only see the fire giant dreadnought as a reasonably normal part of fire giant society; the others would be pretty rare or outright outcasts. That, combined with SKT's lack of new elite variant giants, is what made me start on this project.

Sorry, I didn't remember that. Got point about the Volo's giants not be normal members of their respective cultures. The fluff very much suggest this, though the stat blocks could mostly be used without the fluff. The frost giant may be an exception.
 

PaleMage

Explorer
Following the example of Demetrios, after many unsuccesful tests, I finally created my version of the hill giant's elite warrior. Its intended purpose is to disencourage parties to go forth beyond him, to secure areas where visitors or scavengers are not welcome.

Hill Giant Champion
Highly skilled in two-handed weapons, hill giant champions consider their maul as a companion, never leaving it unwielded. Devoted to exercise in combat between every meals, hill giant champions developed two powerful abilities they never miss to adopt in combats.

Clever Combatant. Brute force is only one of the keys of success for them. A decent amount of dexterity turned these creatures into deadly killing machines; every time they hit with a blow, not only the target is forced a Strenght save to avoid falling prone, but their opponents are at risk of being hit a second time with a bonus attack they take using the advantage they gained, exposing their opponent to an incredible amount of damage dealt.

Opportunity Blow. Approaching an hill giant champion is all but safe; due to their weapon great reach, these creatures can try to hit - and thus stop coming forth - an opponent they consider too dangerous to stand too close to them. The same fate is reserved to opponents trying to stand up while being yet into their reach after being hit, and found themselves prone, by a previous attack.

Following is the stat block.

Hill Giant Champion
Huge giant (hill), chaotic evil
Armor Class 18 (plate armor)
Hit Points 262 (21d12 + 126)
Speed 30 ft.

STR
23 (+6) DEX 13 (+1) CON 23 (+6) INT 11 (+0) WIS 11 (+0) CHA 6 (-2)

Saving Throws
Str +11, Dex +6, Con +11
Skills Athletics +11, Acrobatics +6, Perception +5
Senses passive Perception 15
Languages Giant, Common
Challenge 14 (11500 XP)

ACTIONS

Multiattack. The Hill Giant Champion makes 3 huge maul attacks, or 2 rock throwing attacks.

Huge Maul. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 27 (6d6+6) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Clever Combatant. As a bonus action, after a creature failed a saving throw against a melee attack and falled prone, the hill giant champion can deal extra damage with an additional blow.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 22 (3d10+6) bludgeoning damage.

REACTIONS

Opportunity Blow. As a reaction, when a creature stand up or enters into the reach of the hill giant champion, he can try an opportunity attack to the target with his huge maul.



To better honor the work of Demetrios and Dave, I started a parallel project to gather and provide useful tools for everyone needing the stat blocks in every possibile formats. You can see it at my blog here.
 

barrowwight

Explorer
Inspired me to do two quick sketches...well 1.25 sketches

Hill Giant Chief
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Hill Giant Priest of Grolantor/ Hill Giant Chef :)
5hgYuUf.jpg
 

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