D&D 5E Homebrew Giant Elites

I know exactly what you mean - I just did a 5e update of Kostchtchie and it about killed me! ;)

Thank you again for this entry - makes much more sense than Vaprak. That being said, when I was making my Kostchtchie update it strongly suggested the his worship was quite common among frost giants. So much so that it was considered, by him at least, that non-worshipers are not "true" frost giants. Just wandered where you are taking your inspiration from. To be clear, I prefer your approach, just curious about the source.

Well, so far in 5e, it seems that Thrym is the main patron for frost giants, and other patrons are the exception (Kotschtchie barely warrants a mention in VGtM, for example, and I don't think he's even name-checked in SKT or OoTA, both of which would be ideal places for at least a mention). Even in 3e, it seems that Thrym had the upper hand (in Fiendish Codex II: Hordes of the Abyss, the Prince of Wrath is angered by the "legions" of frost giants who don't follow him - of course there his idea of "conversion" is to personally kill a tribe's jarl and lead them on a rampage, which does seem a bit hands-on for a demon prince). Granted, it could be done the other way, but I had fun with the idea of sneakily evil frost giants taking over by using their warlock powers...
 
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dave2008

Legend
Well, so far in 5e, it seems that Thrym is the main patron for frost giants, and other patrons are the exception (Kotschtchie barely warrants a mention in VGtM, for example, and I don't think he's even name-checked in SKT or OoTA, both of which would be ideal places for at least a mention). Even in 3e, it seems that Thrym had the upper hand (in Fiendish Codex II: Hordes of the Abyss, the Prince of Wrath is angered by the "legions" of frost giants who don't follow him - of course there his idea of "conversion" is to personally kill a tribe's jarl and lead them on a rampage, which does seem a bit hands-on for a demon prince). Granted, it could be done the other way, but I had fun with the idea of sneakily evil frost giants taking over by using their warlock powers...

So it is assumption via omission. That makes sense, I prefer the connection to Thrym personally as it never made sense to me that frost giants would, in general, follow a demon lord.
 

This post will detail two types of giant undead, the giant skeleton and the giant zombie.



Giant Skeleton

Giant skeletons are usually created by frost giant wrathbringers or other followers of Kostchtchie. Sometimes, however, enterprising necromancers can discover the process of creating them for themselves, allowing them to raise some spectacular and unusual undead guards and minions. Others may spontaneously form from the corpses of giants who died in areas suffused with necrotic energies or other evil forces. While most giant skeletons are created from frost giant corpses, it is not unheard of for the bodies of giants of other subtypes to undergo the process as well.


Giant Skeleton
Huge undead, lawful evil

Armor Class 13 (scraps of patchwork armor)
Hit Points 102 (12d12 + 24)
Speed 40 ft.

STR 23 (+6) DEX 9 (-1) CON 15 (+2) INT 6 (-2) WIS 8 (-1) CHA 5 (-3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Giant but can't speak
Challenge 4 (1,100 XP)


Actions

Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage




Giant Zombie

Giant zombies are created under much the same circumstances as giant skeletons are.


Giant Zombie
Huge undead, neutral evil

Armor Class 8
Hit Points 147 (14d12 + 56)
Speed 30 ft.

STR 23 (+6) DEX 6 (-2) CON 18 (+4) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)

Saving Throws Wis +1
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands Giant but can't speak
Challenge 5 (1,800 XP)


Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or a critical hit. On a success, the zombie drops to 1 hit point instead.


Actions

Maul. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage




Variants: Giant skeletons and zombies from various giant subraces

These undead were created using frost giants as the base creature, since, due to the cult of Kostchtchie, frost giants are by far the most common type of giant to be raised as undead. When it comes to undead of various other giant subraces, there are two courses of action. The first, and easiest, is to assume that the rituals to raise an undead giant are standardized, and inevitably result in identical undead no matter what the original subrace. This is simple and fairly logical, although it may raise some questions on how hill giant undead are stronger than their living forms (perhaps it's a result of the magic used, or perhaps hill giants can use the minotaur and ogre variants of skeletons and zombies respectively, with minimal editing). The second course would be to adjust the stats in order to better reflect the various subraces. This is most easily done by adjusting the strength and the resulting attack bonuses and weapon damages. Since stone giants have the same strength as frost giants, the same stat blocks can be used. For other types of giants, the adjustment would be as follows:

Hill giant: -1 to hit and -1 to damage
Fire giant: +1 to hit and +1 to damage
Cloud giant: +3 to hit as skeleton, +2 to hit as zombie, and +2 damage
Storm giant: +4 to hit as skeleton, +3 to hit as zombie, and +3 to damage.

Hill and fire giant undead would have the same CRs as the base giant undead, while cloud and storm giant undead would have CRs one higher than the base giant undead.

Weapons with similar damage (giant-sized greataxes, greatswords, or mauls) can be substituted to better fit the flavor of the various subraces; this will not alter the various CRs.

Changing armor classes and hit dice, however, will likely alter the CR, in some cases dramatically. With so many potential permutations, the dungeon master who wants to make such changes would need to follow the custom monster creation rules in the Dungeon Master's Guide.



OK, now that we've had our undead excursion, next time we'll heat things up a bit, with the fire giant pyromancer...
 
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dave2008

Legend
Hill giant: -1 to hit and -1 to damage
Fire giant: +1 to hit and +1 to damage
Cloud giant: +3 to hit as skeleton, +2 to hit as zombie, and +2 damage
Storm giant: +4 to hit as skeleton, +3 to hit as zombie, and +3 to damage.

Why are there no stone giant undead? Is it a mistake or is there a story hidden in there?
 



This post will detail the fire giant pyromancer, your best bet for a nasty fiery death this side of the Elemental Plane of Fire. Believe it or not, I actually had to tone this one down a bit - I originally gave them access to 8th-level spells and incendiary cloud, which I now realize is a particularly horrific spell (since it lasts multiple rounds), which, combined with the Fire in the Blood ability, would have launched the base damage part of the offensive CR all the way up to CR 23! Granted, the rest of the CR calculation would have brought that down, so, if you want a nice CR 14 challenge for your party, just add incendiary cloud to what I'm giving you here, and enjoy the resulting barbecue!


Fire Giant Pyromancer

For fire giants, society and the ordning are all based around skill with the forge. While most fire giants use mundane methods to fire up their forges, a select few, those "born with fire in the blood" as a fire giant would put it, are able to heat up their forges through innate magical power. Most often, this fire magic only manifests in minor ways, but it is not uncommon for fire giants with such a gift to further hone their abilities to become efficient and deadly wielders of fire-based magic. These fire giant pyromancers are much more than mundane forge workers - they become potent weapons both offensively and defensively for their communities.
Fire in the Blood
Fire giants are, of course, naturally fiery in nature; however, this usually only manifests in their tolerance of great heat. A few, however, go well beyond this. Gifted by Surtur himself (so fire giants believe) with innate magical powers which give them unprecedented power and control over fire-based magics, these fire giant pyromancers occupy an honored place in fire giant society. As soon as a young fire giant shows the spark (both metaphorically and literally), they are rigorously tested to discover the full extent of their potential power. More experienced pyromancers will harshly (brutally, some might say) push these novices to their limits in order to have them reach their potential as quickly as possible. Periodically, this will result in the magic of some young pyromancers being literally burned out, or, in rare cares, actually killing them, but the end result is a cadre of fire giants sorcerers wielding truly impressive, and terrifying, amounts of fire magic.
Deadly Defenders
Once fully trained, a fire giant pyromancer is truly a frightening force. Should invaders breach the settlement, the local duke will use any pyromancers present as virtual heavy artillery, lobbing fireballs at groups of opponents and creating walls of fire to block their advances. Pyromancers will often team up with fire giant dreadnoughts to form a truly imposing duo - the dreadnoughts block choke points such as doorways with their shields, forming virtually impenetrable barriers, while the more vulnerable pyromancers stand behind and cast their spells over the shoulders of their armored counterparts. From such a safe spot, the pyromancers can center their spells wherever they want - the inhabitants and furnishings of fire giant settlements are virtually fireproof, while most potential invaders, on the other hand, tend not to be. A short time after encountering a fire giant pyromancer, any such intruders are usually reduced to little more than ashes and charred bodies.
Natural Leaders
Besides their ability to produce stupendous amounts of fiery damage, fire giant pyromancers also excel at what is truly important in fire giant society: craftsmanship. Using such spells as heat metal, telekenesis, and disintegrate, they are often able to create items at their forges much more quickly and efficiently than their non-magical counterparts. Moreover, their imposing personalities, combined with their awe-inspiring powers and efficient craftsmanship, make them natural leaders for their communities, often taking on the role of lieutenants for their local dukes. It is not uncommon for fire giant settlements to be ruled by a duke/duchess and a pyromancer as a married couple. Combined with their fire giant dreadnought bodyguards, such a couple make for a formidable duo as heads of state, as well as being nigh-undefeatable foes for anyone foolish enough to challenge them.


Fire Giant Pyromancer
Huge giant (fire giant), lawful evil

Armor Class 10 (13 with mage armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft.

STR 23 (+6) DEX 11 (+0) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4)

Saving Throws Dex +4, Con +10, Cha +8
Skills Intimidation +8, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 11 (7,200 XP)


Spellcasting. The giant is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, mending, prestidigitation
1st level (4 slots): burning hands, mage armor, magic missile
2nd level (3 slots): heat metal*, scorching ray
3rd level (3 slots): fireball, dispel magic
4th level (3 slots): confusion, wall of fire
5th level (2 slots): cloudkill, telekenesis
6th level (1 slot): disintegrate
7th level (1 slot): delayed blast fireball

*while normally not on the sorcerer spell list, this spell can be learned by fire giant pyromancers.


Fire in the Blood. Any fire damage caused by a spell cast by the giant gains an extra 1 point of damage per die.


Hightened Spell (3/Day). When the giant casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against the spell.


Actions

Iron Quarterstaff. Melee Weapon Attack: +10 to hit, reach 10 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




Next up, the imposing rulers of fire giant settlements: the fire giant dukes...
 
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dave2008

Legend
This post will detail the fire giant pyromancer, your best bet for a nasty fiery death this side of the Elemental Plane of Fire. Believe it or not, I actually had to tone this one down a bit - I originally gave them access to 8th-level spells and incendiary cloud, which I now realize is a particularly horrific spell (since it lasts multiple rounds), which, combined with the Fire in the Blood ability, would have launched the base damage part of the offensive CR all the way up to CR 23! Granted, the rest of the CR calculation would have brought that down, so, if you want a nice CR 14 challenge for your party, just add incendiary cloud to what I'm giving you here, and enjoy the resulting barbecue!


Fire Giant Pyromancer

For fire giants, society, and the ordning, is all based around skill with the forge. While most fire giants use mundane methods to fire up their forges, a select few, those "born with fire in the blood" as a fire giant would put it, are able to heat up their forges through innate magical power. Most often, this fire magic only manifests in minor ways, but it is not uncommon for fire giants with such a gift to further hone their abilities to become efficient and deadly wielders of fire-based magic. These fire giant pyromancers are much more than mundane forge workers - they become potent weapons both offensively and defensively for their communities.
Fire in the Blood
Fire giants are, of course, naturally fiery in nature; however, this usually only manifests in their tolerance of great heat. A few, however, go well beyond this. Gifted by Surtur himself (so fire giants believe) with innate magical powers which give them unprecedented power and control over fire-based magics, these fire giant pyromancers occupy an honored place in fire giant society. As soon as a young fire giant shows the spark (both metaphorically and literally), they are rigorously tested to discover the full extent of their potential power. More experienced pyromancers will harshly (brutally, some might say) push these novices to their limits in order to have them reach their potential as quickly as possible. Periodically, this will result in the magic of some young pyromancers being literally burned out, or, in rare cares, actually killing them, but the end result is a cadre of fire giants sorcerers wielding truly impressive, and terrifying, amounts of fire magic.
Deadly Defenders
Once fully trained, a fire giant pyromancer is truly a frightening force. Should invaders breach the settlement, the local duke will use any pyromancers present as virtual heavy artillery, lobbing fireballs at groups of opponents and creating walls of fire to block their advances. Pyromancers will often team up with fire giant dreadnoughts to form a truly imposing duo - the dreadnoughts block choke points such as doorways with their shields, forming virtually impenetrable barriers, while the more vulnerable pyromancers stand behind and cast their spells over the shoulders of their armored counterparts. From such a safe spot, the pyromancers can center their spells wherever they want - the inhabitants and furnishings of fire giant settlements are virtually fireproof, while most potential invaders, on the other hand, tend not to be. A short time after encountering a fire giant pyromancer, any such intruders are usually reduced to little more than ashes and charred bodies.
Natural Leaders
Besides their ability to produce stupendous amounts of fiery damage, fire giant pyromancers also excel at what is truly important in fire giant society: craftsmanship. Using such spells as heat metal, telekenesis, and disintegrate, they are often able to create items at their forges much more quickly and efficiently than their non-magical counterparts. Moreover, their imposing personalities, combined with their awe-inspiring powers and efficient craftsmanship, make them natural leaders for their communities, often taking on the role of lieutenants for their local dukes. It is not uncommon for fire giant settlements to be ruled by a duke/duchess and a pyromancer as a married couple. Combined with their fire giant dreadnought bodyguards, such a couple make for a formidable duo as heads of state, as well as being nigh-undefeatable foes for anyone foolish enough to challenge them.


Fire Giant Pyromancer
Huge giant (fire giant), lawful evil

Armor Class 10 (13 with mage armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft.

STR 25 (+7) DEX 11 (+0) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4)

Saving Throws Dex +4, Con +10, Cha +8
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 11 (7,200 XP)


Spellcasting. The giant is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, mending, prestidigitation
1st level (4 slots): burning hands, mage armor, magic missile
2nd level (3 slots): heat metal*, scorching ray
3rd level (3 slots): fireball, dispel magic
4th level (3 slots): confusion, wall of fire
5th level (2 slots): cloudkill, telekenesis
6th level (1 slot): disintegrate
7th level (1 slot): delayed blast fireball

*while normally not on the sorcerer spell list, this spell can be learned by fire giant pyromancers.


Fire in the Blood. Any fire damage caused by a spell cast by the giant gains an extra 1 point of damage per die.


Hightened Spell (3/Day). When the giant casts a spell that forces a creature to make a saving throw to resist its effects, it can give one target of the spell disadvantage on its first saving throw made against the spell.


Actions

Iron Quarterstaff. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage or 20 (3d8 + 7) bludgeoning damage if used two-handed.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage




Next up, the imposing rulers of fire giant settlements: the fire giant dukes...

Another great entry - thank you for sharing. My only suggestion would be to keep multiattack w/ the quarter staff. Also, I must admit when you called it an iron quarterstaff I thought you were going to increase the damage, which I think would be justified. Maybe 3d8 / 3d10? Well one more, investiture of flame seems more thematic than disintegrate at 6th level. I realize the fire immunity doesn't do any good, but it gives him/her some melee protection (which they will want if you don't add multiattack and provides cold resistance which could be useful, an attack option, and it gets a boost from fire in the blood

EDIT: I realize my suggestion isn't on the sorcerer spell list, but I think you can use the same justification as heat metal. In the same vein I could see flame strike at 5th level instead of cloudkill - but maybe I am getting too fire heavy ;)
 
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dave2008

Legend
Fire Giant Pyromancer
Huge giant (fire giant), lawful evil

Armor Class 10 (13 with mage armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft.
...

Wait, on a 3rd look I am concerned about its HP and AC. That is a defensive CR of only 7. Is its offensive CR really high enough to counter act that?
 

Wait, on a 3rd look I am concerned about its HP and AC. That is a defensive CR of only 7. Is its offensive CR really high enough to counter act that?

Yep.

With the damage enhanced by adding 1 damage for each d6 rolled due to Fire in the Blood, the first three rounds would be:

Delayed Blast Fireball: 54 damage x 2 = 108 damage
Fireball cast at 6th level: 49.5 x 2 = 99 damage
Fireball cast at 5th level: 45 x 2 = 90 damage

Total: 297 over 3 rounds, averaging 99 damage/round, which is CR 16. The save DC of 16 drops that by 1 for a total offensive CR of 15. With a defensive CR of 7, that averages to a CR 11. That's why I had to pull incendiary cloud from them, since that caused things to get totally ridiculous on the offensive side...
 

dave2008

Legend
Yep.

With the damage enhanced by adding 1 damage for each d6 rolled due to Fire in the Blood, the first three rounds would be:

Delayed Blast Fireball: 54 damage x 2 = 108 damage
Fireball cast at 6th level: 49.5 x 2 = 99 damage
Fireball cast at 5th level: 45 x 2 = 90 damage

Total: 297 over 3 rounds, averaging 99 damage/round, which is CR 16. The save DC of 16 drops that by 1 for a total offensive CR of 15. With a defensive CR of 7, that averages to a CR 11. That's why I had to pull incendiary cloud from them, since that caused things to get totally ridiculous on the offensive side...

Got it - thanks! I didn't feel like running the numbers to check.

That makes him a bit of a glass cannon, but he would certainly amp up the difficulty of a group of Fire Giants. That is really the best thing about this exercise of yours. With the MM + VGM + DET (Demetrios Enworld Thread) we can start building really interesting and challenging giant encounters.
 
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Got it - thanks! I didn't feel like running the numbers to check.

That makes him a bit of a glass cannon, but he would certainly amp up the difficulty of a group of Fire Giants. That is really the best thing about this exercise of yours. With the MM + VGM + DET (Demetrious Enworld Thread) we can start building really interesting and challenging giant encounters.
Indeed. I pointed out some tactical ideas for mixed fire giant groups in the post, and there are certainly others. If the pyromancer has a couple of rounds to prepare, you can create a total death trap. Just have the pyromancer stand behind a dreadnought in a doorway with a few regular fire giants in a blocking line in the room ahead. Cast delayed blast fireball in front of the fire giant line and wall of fire directly on the fire giant line. When the party enters the room, detonate the juiced delayed blast fireball, and any survivors have to fight the fire giants while taking damage from the wall of fire. Even if they take the fire giants down, they still have to go through the wall of fire and then the dreadnought to get to the pyromancer, assuming they didn't retreat to set up a further ambush in the meantime. It can be set up to minimize ranged attacks as well with a little work (and the pyromancer has some cover behind that dreadnought anyway). Aren't lawful evil foes fun?

Sent from my VS987 using EN World mobile app
 
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dave2008

Legend
Fire Giant Pyromancer
Huge giant (fire giant), lawful evil

Armor Class 10 (13 with mage armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft.

STR 25 (+7) DEX 11 (+0) CON 23 (+6) INT 10 (+0) WIS 14 (+2) CHA 18 (+4)

Saving Throws Dex +4, Con +10, Cha +8
Skills Athletics +11, Perception +6
Damage Immunities fire
Senses passive Perception 16
Languages Giant
Challenge 11 (7,200 XP)

OK, a few last thoughts on the pyromancer - I promise! ;)

1) For thematic reasons you might want to take down the Strength a little, just to show some variety and possibly to "compensate" for the higher Charisma. Maybe STR 23, but even just 24 shows some variation and you wouldn't have to adjust any bonus or checks

2) I might suggest adding training in a charisma based skill - intimidation maybe?
 

OK, a few last thoughts on the pyromancer - I promise! ;)

1) For thematic reasons you might want to take down the Strength a little, just to show some variety and possibly to "compensate" for the higher Charisma. Maybe STR 23, but even just 24 shows some variation and you wouldn't have to adjust any bonus or checks

2) I might suggest adding training in a charisma based skill - intimidation maybe?
Not bad ideas, especially with the strength, since the dreadnought and the duke (as we shall see) more than make up for that.

Sent from my VS987 using EN World mobile app
 

This post will detail the Fire Giant Dukes, the leaders of fire giant society.


A quick note, as I will be traveling for Christmas, there will be a short hiatus in uploading new giants until the middle of next week or so.



Fire Giant Duke

Of all the types of giants, fire giants are the most regimented. Their society consists of a strict hierarchy, with each giant fulfilling a certain role based on his or her place in the ordning. Each individual's status is dependent on its skill at the forge - those who can do little more than shovel fuel and run the bellows are among the lowest levels of society, while the more talented artisans rank above, with their standing based on the skill of their craftsmanship. At the pinnacle of this society are the dukes and duchesses, whose skill at the forge is so beyond reproach that Sutur himself has seemingly blessed them with souls of flame.
Family Traditions
For the most part, the political system for each type of giant is some form of meritocracy, based on each race's view of the ordning - whoever is best at doing what each race thinks is ideal self-evidently should be the leader and, as a result, is virtually always considered to be so. From an outside perspective, fire giants seem to be the exception to this rule, since at first glance they seem to have something near a hereditary form of succession. Upon closer examination, however, this seeming paradox can be easily explained - fire giants base their status on craftsmanship at the forge, which is something that can be taught and securely passed down from one generation to the next, unlike, say, gluttony for hill giants or prowess in battle for frost giants. Upper-caste fire giants "game" the ordning, so to speak, by keeping certain crafting secrets within the family. As a result, families that have a large collection of such secrets gain significant advantage when it comes to being ranked in fire giant society. A typical fire giant duke or duchess will have a great amount of such proprietary knowledge, and will usually pass these secrets on to the most promising member of their family, so that the succession to the throne is secured from generation to generation. The downside to this is that the early death of a fire giant duke before such information can be transmitted to the designated heir will often mean the downfall of the dynasty, usually resulting in a short succession crisis until the new duke can be determined and raised. Sometimes this period passes relatively peacefully, with a simple contest of craftsmanship to determine the next duke. Sometimes, however, more violent means, ranging from murders and "accidents" to cull the field of potential candidates a bit, to outright civil war, are certainly not unheard of.
Souls of Fire
Showing skill at the forge pleases Surtur, and none please him more than the fire giant dukes and duchesses. As a result, they are blessed with powers well above that of ordinary fire giants. The very spirit of fire seems to infuse them, making their armor and weapons (usually great mauls in imitation of the hammers they wield at the forge) glow dull red with heat. While this causes no discomfort for their fire-tolerant subjects, outsiders often find that even being in the same room as a fire giant duke to be uncomfortably hot, even above the normal blazing heat of a fire giant settlement. Those foolish enough to draw too close or, worse, to actually come in contact with a duke or duchess often suffer horrific burns as a reward for their carelessness. Furthermore, if fire giant dukes feel personally threatened (a rare occurrence, given their usual bodyguard of dreadnoughts and pyromancers), they can channel this innate heat into a deadly concussive shockwave, knocking back foes in an outburst of heat and force. Should any enemies still survive after this fiery blast, the duke's maul often finishes them off as they lie stunned on the ground.



Fire Giant Duke
Huge giant (fire giant), lawful evil

Armor Class 18 (plate)
Hit Points 216 (16d12 + 112)
Speed 40 ft.

STR 27 (+8) DEX 12 (+1) CON 25 (+7) INT 13 (+1) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +6, Con +12, Cha +6
Skills Athletics +13, Perception +7
Damage Immunities fire
Senses passive Perception 17
Languages Giant
Challenge 13 (10,000 XP)



Fire Aura A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage

Concussive Blast (Recharge 5 - 6). As a bonus action, the giant can focus its fire aura as a 30 foot cone blast. All creatures in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire and 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures of Large size or smaller who fail their save are pushed 10 feet further away from the giant and are knocked prone. Using a concussive blast temporarily cools the giant's fire aura, causing it to do no damage until the giant's next turn.


Actions

Multiattack. The giant makes two maul attacks.

Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning damage plus 7 (2d6) fire damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 3 (1d6) fire damage.




Next, after my Christmas hiatus, we'll head up (both figuratively and literally) in the ordning, and detail the cloud giant shaman.
 
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dave2008

Legend
Looks great! I only have two specific comments:

Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage plus 7 (2d6) fire damage.

In 5e a maul does 2d6 damage, so the damage should be: 29 (6d6 + 8)

Rock: Maybe with his greater strength he should have a greater range? Or give him a "feat" that eliminates disadvantage for long range (effectively making his range 240). Or why not a spear/javelin instead of a rock?

Just my 2 cents!

Then one query about giants in general: I tend to think they should have more than a speed of 40 (at least some of them), maybe as high as 50.

Thank you again for the hard work!
 

Looks great! I only have two specific comments:



In 5e a maul does 2d6 damage, so the damage should be: 29 (6d6 + 8)

You're right of course, I was thinking that maul had different dice than the greatsword used by base fire giants. As I had maxed out the damage for the offensive DC, changing the weapon damage forced down the concussive blast damage a bit to keep the overall DC from rising, so both have been edited appropriately.
 


Rock: Maybe with his greater strength he should have a greater range? Or give him a "feat" that eliminates disadvantage for long range (effectively making his range 240). Or why not a spear/javelin instead of a rock?

Just my 2 cents!

About this, both the MM and VGtM make it clear that giants use rocks as their ranged option almost exclusively. I do have an idea for a storm giant variant that uses a bow as an exception to this rule, but as it's not one of the ones in my "main" list, I'll see about adding it after I get done with my original planned variants.
 

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