D&D 5E Homebrew Giant Elites


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Just started work on putting them into my D&D Beyond account, and it's incredibly simple to do so. I converted the fire giant duke within about 5 minutes, and it looks all nice and neat in an official-looking format now. Once I'm done with conversion, I'll make them public homebrew there...

EDIT. Converted five of them (Hill Giant Chief, Frost Giant Reaver, Fire Giant Pyromancer, Fire Giant Duke, and Cloud Giant Oathguard) and submitted them for public use under my username there (trinschler). I'll get to work on the others when I get time!
 
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Totally understand, just curious if they ended up somewheres else. My campaign just left Bryn Shander so I'm not in a hurry. Thanks again for all the great options thus far.
 

Motorskills

Explorer
The gang - all around 12th level if memory serves - are headed to Maelstrom next session.

All the Elites will be getting a run-out, hopefully won't need to use many or any of them!
 

Hey, resurrecting this thread after a hiatus! I've begun working on creating the last few giants, as well as revising a couple that, upon review, weren't quite satisfactory or needed to have their CRs adjusted a bit . Thus far I've statted out two new giants, the Fire Giant Forgecaller (based on the forge cleric) and Storm Giant Stalker (based on the hunter ranger, focused on taking down dragons and wielding lightning and thunder-based javelins), although I haven't done the flavor texts for them yet. I've also revised the Fire Giant Duke (moving the fire aura and concussive blast to the Forgecaller and replacing it with a different, melee-based fire attack, as well as upping its CR) and Cloud Giant Count (minor changes which also upped its CR). These revisions aren't in the thread yet - I'll put them in later posts with the originals still intact upthread. Beyond these, I still need to work on the Storm Giant King, which is the last of my originally planned giants. But, depending on how I feel after finishing the Storm Giant King, perhaps I might create one final creature for this thread - the Giant Emperor, an almost-mythical office that hasn't been filled in millennia, and whose rise might herald the return of giants to power and likely cataclysmic wars with dragonkind.
 
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Here are the stats and updated flavor text for the revised Fire Giant Duke and the stats for Cloud Giant Count (the revisions for the count are very minor, mainly adjusting the INT and the various things associated with it, but even that minor adjustment raised its CR).



Fire Giant Duke (revised)


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.
Blessed by Surtur
Showing skill at the forge pleases Surtur, and none please him more than the fire giant dukes and duchesses. Their very weapons (usually great mauls in imitation of the hammers they wield at the forge) are infused with his fiery power, such that, when they smash into the armor of their foes, great bursts of flame often flash out, incinerating any who are not immune or protected from the blazing heat. Those foolish enough to face a duke or duchess directly in melee combat (a rare occurrence, given their usual bodyguard of dreadnoughts and pyromancers) usually find themselves quickly smashed into a bloody, smoldering pulp.





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

Armor Class 18 (plate)
Hit Points 216 (16d12 + 112)
Speed 30 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 14 (11,500 XP)


Second Wind (Recharges after a Short or Long Rest). The giant has a limited well of stamina that it can draw on to protect itself from harm. On the giant's turn, it can use a bonus action to regain 11 (1d10 + 16) hit points.

Indomitable (Recharges after a Long Rest). The giant can reroll a saving throw that it fails. If the giant does so, it must use the new roll.

Improved Critical. The giant's weapon attacks score a critical hit on a roll of 19 or 20.


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 3 (1d6) 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.


Immolating Blow (Recharge 5-6). The giant focuses its strength and its fiery nature on a single mighty blow. When the giant successfully hits a target, as a bonus action it can cause raw fiery power to burst forth from its weapon as the blow lands. All creatures within 10 feet of the target, including the target itself, must make a DC 21 Dexterity save or take 35 (10d6) points of fire damage on a failed save, or half as much damage on a successful one. Any creature failing its saving throw is set alight from the flames. Until a creature takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.



Cloud Giant Count (Revised)

(Flavor text is the same, so refer to the earlier post)


Cloud Giant Count (Revised)
Huge giant (cloud giant), neutral good (50%) or neutral evil (50%)

Armor Class 14 (natural armor)
Hit Points 275 (22d12 + 130)
Speed 40 ft.

STR 27 (+8) DEX 10 (+0) CON 22 (+6) INT 20 (+5) WIS 16 (+3) CHA 16 (+3)

Saving Throws Con +10, Wis +8, Cha +8
Skills Insight +9, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 16 (15,000 XP)



Keen Smell The Giant has advantage on Wisdom (Perception) checks that rely on smell.


Innate Spellcasting The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form


Spellcasting. The giant is a 15h-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The giant has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, prestidigitation, ray of frost*
1st level (4 slots): magic missile*, shield, thunderwave*, unseen servant
2nd level (3 slots): gust of wind*, mirror image, web
3rd level (3 slots): dispel magic, sleet storm, stinking cloud
4th level (3 slots): confusion, fire shield, ice storm*
5th level (2 slots): cloudkill, cone of cold*
6th level (1 slot): Otiluke's freezing sphere*, wall of ice*
7th level (1 slot): reverse gravity
8th level (1 slot): power word stun
*Evocation spell


Empowered Evocation. The giant adds its Intelligence modifier (+5) to the damage roll of any evocation spell it casts.


Sculpt Spells. When the giant casts an evocation spell that targets other creatures it can see, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.


Improved Fog Cloud (3/Day). As a bonus action, the giant can call into being an advanced fog cloud. This functions as the spell of the same name, except it is transparent to cloud giants, and any creature that is not a cloud giant that enters the cloud or ends its turn within the cloud takes 7 (2d6) cold damage.



Actions



Multiattack. The giant makes two morningstar attacks.


Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.


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



I'll post the rest once they are completed! Also, please feel free to comment on the fire giant revision. Is the improved critical too much? Perhaps Indomitable should be 3X day?
 
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Here we go, the first new creation in a while, the Fire Giant Forgemaster. As stated in a previous post, I moved some of the powers of the original Fire Giant Duke to the Forgemaster, so some of the powers and text may seem familiar.


Fire Giant Forgemaster

Fire giants are not, by and large, a religious people. While they definitely acknowledge Surtur, even revere him, for the most part their worship consists of their dedication to the forge and to warfare. A select few, however, chosen either through their own religious fervor, or, in exceptionally rare cases, by Surtur himself for their skill, are gifted by the god with extraordinary powers: not only powerful divine spellcasting, but the fiery aura of the god himself, as both a defense against other creatures' attacks as well as a weapon that can burst forth and incinerate those who would oppose Surtur and his chosen people.
Chosen through Craftsmanship
Surtur is somewhat of a distant deity, and not one prone to answering just any request from those who beseech his favor. Most such requests come from those whose work or prowess is inferior, those hoping that by begging for (and hopefully receiving) Surtur's favor, they can gain advantage over those whose skill causes them to outrank such supplicants in the ordning. Surtur despises such weaklings - those who would curry his favor while lacking the skill to deserve it - and, without exception, ignores all such requests. Surtur only bestows his gifts on those who worthy of them, those who have completed great works in his name. Sometimes particularly skilled fire giant artisans will create masterworks in honor of their deity and ask to dedicate themselves to their deity alongside their creations. Should such a request be sincere, and the item created be masterful enough, Surtur may (but not always) agree to the supplicant's request, granting the fire giant divine powers as well as a part of his fiery nature. Rarely, Surtur might even spontaneously grant those powers to a particularly gifted artisan, whose works so please the deity that he rewards his gifts to the (likely surprised) fire giant, unasked-for.
Souls of Fire
The blessings of Surtur aren't just limited to spellcasting and the forge, however. The very spirit of fire seems to infuse them, making their armor and weapons glow dull red with heat. While this causes no discomfort for their fire-tolerant compatriots, outsiders often find that even being in the same room as a forgemaster 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 forgemaster often suffer horrific burns as a reward for their carelessness. Furthermore, if forgemasters personally threatened 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 giant's warhammer often finishes them off as they lie stunned on the ground.




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

Armor Class 20 (plate and shield)
Hit Points 198 (15d12 + 90)
Speed 30 ft.

STR 25 (+7) DEX 19 (+4) CON 23 (+6) INT 10 (+0) WIS 18 (+4) CHA 13 (+1)

Saving Throws Dex +8, Con +10, Cha +5
Skills Athletics +11, Perception +8
Damage Immunities Fire
Senses passive Perception 18
Languages Giant, Ignan
Challenge 12 (8,400 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 16 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 end of the giant's next turn.

Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The giant has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, cure wounds, guiding bolt, identify, inflict wounds, searing smite
2nd level (3 slots): continual flame, heat metal, locate object, magic weapon, silence
3rd level (3 slots): dispel magic, elemental weapon, glyph of warding, protection from energy, tongues
4th level (3 slots): banishment, death ward, fabricate, stone shape, wall of fire
5th level (2 slots): animate objects, creation, flame strike
6th level (1 slot): blade barrier
7th level (1 slot): fire storm


Actions

Multiattack. The giant makes two warhammer attacks

Warhammer. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) fire damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage plus 3 (1d6) fire damage.



Up next is the Storm Giant Stalker. I've got it already statted out, I just need to write the flavor text, so it should be up relatively quickly!
 
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Here is the next of my giant creations, the storm giant stalker!



Storm Giant Stalker


In the days of fallen Ostoria, giants were the undisputed masters of all they surveyed. Lesser creatures either fled in fear, groveled in obeisance, or were crushed mercilessly. Even most larger and more powerful creatures usually came to terms with giantkind, or trod warily to insure they escaped the giants' wrath. But even at the height of Ostoria's power, there were still some powerful creatures which remained either willfully defiant (as was the case for many of the dragons), or lacked the intellect to be anything more than uncontrollable brute forces of nature. In either case, such threats needed to be put down, and the storm giant stalkers were the ones tasked to do so. Even though Ostoria fell millennia ago, the storm giant stalkers continue this duty to this day, seeking out and destroying any who would endanger giantkind.
Devotees of Hiatea
Storm giant stalkers are an order dedicated to Hiatea, the giant goddess of the hunt (and as a result of her example, many stalkers are female, although it is by no means required and not thought dishonorable in any way for males to join the order). She is famed in giant legend for taking down the most fearsome of creatures, and her worshipers tirelessly endeavor to follow her example. They are never happier than when they are out under an open sky, tracking some dangerous and powerful beast, and then battling it to the death. Although some giants think this dedication to fighting foes that are threatening even to giants is dangerous and foolhardy, all of them honor the stalkers for keeping all giants safe from such threats.
Wielders of Thunder and Lightning
Storm giant stalkers are sometimes lightly mocked over the fact that they conduct their hunts with mere javelins instead of heavier and stronger weapons. The stalkers reply that javelins are versatile weapons, useful in both ranged and melee combat, and are light and easy to carry while tracking their foes over long distances in rough terrain. Moreover, Hiatea blesses these weapons, allowing the stalkers to imbue them with their innate electrical power, sacrificing their normal lightning bolt attacks and instead transferring that power directly to their javelins. Not only does this result in the weapons themselves doing considerable lightning damage when wielded in melee or thrown at a ranged target (although this power fades almost immediately once out of the stalkers' hands), but the stalkers can alternatively use them to cause massive and damaging thundering strikes, allowing them to bring down and deafen large numbers of foes in one single stroke.



Storm Giant Stalker
Huge giant (storm giant), chaotic good

Armor Class 18 (Studded Leather)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.

STR 29 (+9) DEX 22 (+6) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Athletics +14, Perception +9, Stealth +11, Survival +9
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses passive Perception 19
Languages Common, Draconic, Giant
Challenge 16 (15,000 XP)



Amphibious. The giant can breathe air and water.

Dragon Hunter. The giant has advantage on Wisdom (Survival) checks to track dragons, as well as on Intelligence checks to recall information about them.

Evasion. When the giant is subjected to an effect, such as a black dragon’s acid breath or a fireball spell, that allows it to make a Dexterity saving throw to take only half damage, the giant instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Feral Senses. When the giant attacks a creature it can’t see, the giant's inability to see it doesn’t impose disadvantage on the giant's attack rolls against it. The giant is also aware of the location of any invisible creature within 30 feet of it, provided that the creature isn’t hidden from it and the giant isn't blinded or deafened.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing

Spellcasting.
The giant is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The giant has the following ranger spells prepared:

1st level (4 slots): absorb elements, cure wounds, hunter's mark
2nd level (3 slots): pass without trace, spike growth
3rd level (3 slots): nondetection, protection from energy
4th level (3 slots): freedom of movement, stoneskin
5th level (2 slots): wrath of nature




Actions


Multiattack. The giant makes two javelin attacks.

Javelin. Melee or Ranged Weapon Attack: +14 to hit, range 60/240, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage plus 10 (3d6) lightning damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Thundering Strike (Recharge 5–6). The giant hurls a javelin at a point it can see within 100 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much damage on a successful one. Any creature of Large size or smaller that fails the saving throw is knocked back 10 feet, takes an additional 3 (1d6) bludgeoning damage, is deafened for 1 round, and is knocked prone.



Next up, the pinnacle of the current giant ordning - the storm giant kings!
 
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Tonguez

A suffusion of yellow
Hill giant chief made me think of Willie from Mickey and the Beanstalk - good work:)

do these guys need some lair actions?
 

Hey, thanks for bringing this back up, I've got some time to actually work on these, since of course I can't really go anywhere once I get off of work (at home). So I've got the stats done for the Storm Giant King. While doing so, I realized I had made some errors in CR calculations with the Storm Giant Stalker (forgetting to take immunities into account when calculating the defensive challenge rating), so I've edited that entry to correct the issue (and when it comes to immunities, going from CR 16 to 17 changes things a lot, and I had to keep fiddling with it to get the CR to fall around where I wanted it to!).


Storm Giant King


The Ordning defines every facet of giant society, and the place of each giant with in it. From the base ogres, trolls, and other giant-kin, whose lowly existence lies below that of even the wretched hill giants, through the various types of true giants, to the storm giants who occupy the top tier of the system, the Ordning determines the status of each and every giant in existence. And at the very apex of this social structure, above all others of their kind, lie the storm giant kings and queens.
Powerful But Rare Rulers
In the current age, giants are rare, and storm giants even more so. With such a small population, there are very few indeed who rise to the rank of king or queen - and this may be a good thing for the rest of the world as a whole. When they are blessed by Stronmaus with the title (which is usually passed in a hereditary manner from generation to generation, although the Stormlord has been known, through the omens storm giants obsess over, to disrupt this custom should an heir be incompetent or overshadowed by an obviously better candidate), they are granted monumental power, rivaling that of the strongest dragons and extra-planar creatures. Given their mercurial temperaments, an unhappy or enraged storm giant king or queen could wreak havoc on entire region should the monarch wish. Thankfully, they tend to both wise and slow to anger, and will, for the most part, make sure the omens are in agreement before they would take any such violent action, although exceptions can, and periodically, do occur.
Isolated Monarchs
Storm giant kings and queens tend to live in isolated areas, such as deep in the seas or on rugged, stormy peaks. They usually reside in fairly small (for giants) complexes, usually only with their immediate family and a few retainers. However, these palaces are quite sumptuously furnished and decorated, with the craftsmanship of giants lower in the Ordning (given either through taxes, light coercion, or gifts – usually to avoid the previous two) on conspicuous display. Although they tend to be somewhat isolated from others of their kind, all giants, especially storm giants, living for hundreds of miles around know who their local storm giant king or queen is, and where they reside. For the most part, the handful of storm giant kings and queens in the world live quite distant from each other, but sometimes meetings, either planned or through happenstance, do take place. When these occur, the inevitable and necessary attempts to determine who lies higher in the Ordning will usually result in quite intense discussions – and, sometimes, outright physical confrontation. Should things not reach a complete breaking point, however, the omen-readers and the monarchs involved will eventually be able to determine who is superior to whom. But those who sit at the top of the social hierarchy over thousands of their kind for hundreds of miles around most certainly do not enjoy the possibility of suddenly being subordinate to another, even for a brief time; and those who were determined to be lower in the Ordning will tend to sulk and be childishly obstructive in the resulting discussions. The thought of what would happen should there be a general summit of most or all storm giant kings and queens on the planet makes most storm giants shudder, and, thus, any such meeting is almost certain to never occur unless under the most dire of circumstances, or on the direct command of the gods themselves. Thus it is unlikely that the ultimate expression of the Ordning, the election of a sole giant emperor to rule over all giantkind, will ever happen.
Paragons of Lightning
As stated before, storm giant kings and queens posses immense powers, granted to them by Stronmaus himself when raised to their station. The very air around them crackles with electricity, and any who get near them, or, even worse, dares attack them with a weapon in melee, risk being shocked by this aura. Moreover, the Sky Father has granted them the power to periodically transform their bodies into a great bolt of lightning, instantaneously moving great distances and smiting any who lies in their path. Thus a storm giant king can move from one side of a battlefield to another, evading particularly irksome foes and reappearing in unexpected locations. And such abilities are above and beyond their natural great strength and power, which only the eldest of dragons and the powers of the planes could hope to match.


Storm Giant King
Huge giant (storm giant), chaotic good

Armor Class 18 (Plate)
Hit Points 300 (24d12 + 144)
Speed 50 ft., swim 50 ft.
STR 30 (+10) DEX 22 (+6) CON 22 (+6) INT 16 (+3) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +16, Con +12, Wis +10, Cha +11
Skills Arcana +9 , Athletics +16, History +9, Perception +10
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses passive Perception 20
Languages Common, Giant
Challenge 19 (22,000 XP)


Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light, lightning bolt, thunderwave
3/day each: control weather, water breathing

Lightning Aura. The giant is surrounded by an aura of electricity. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. A bolt then leaps from that creature to another creature within 30 feet of the first target, other than the giant itself. The second creature must make a DC 19 Dexterity saving throw, or also take 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.


Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) lightning damage and 3 (1d6) thunder damage.

Rock. Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Lightning Form (Recharge 5–6). The giant transforms itself into a 10 foot wide line of lightning, ending at an unoccupied spot within 100 feet that the giant can see, where the giant then re-forms into its regular form. Each creature within the line must make a DC 19 Dexterity saving throw, taking 54 (12d8) lightning damage and being knocked prone on a failed save, or half as much damage on a successful one.
 
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dave2008

Legend
Hey, thanks for bringing this back up, I've got some time to actually work on these, since of course I can't really go anywhere once I get off of work (at home). So I've got the stats done for the Storm Giant King. While doing so, I realized I had made some errors in CR calculations with the Storm Giant Stalker (forgetting to take immunities into account when calculating the defensive challenge rating), so I've edited that entry to correct the issue (and when it comes to immunities, going from CR 16 to 17 changes things a lot, and I had to keep fiddling with it to get the CR to fall around where I wanted it to!). I'll go ahead and post the stats for the Storm Giant King, and fill in the lore part in the near future.



Storm Giant King
Huge giant (storm giant), chaotic good

Armor Class 18 (Plate)
Hit Points 300 (24d12 + 144)
Speed 50 ft., swim 50 ft.
STR 30 (+10) DEX 22 (+6) CON 22 (+6) INT 16 (+3) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +16, Con +12, Wis +10, Cha +11
Skills Arcana +9 , Athletics +16, History +9, Perception +10
Damage Resistances Cold
Damage Immunities Lightning, Thunder
Senses passive Perception 20
Languages Common, Giant
Challenge 19 (22,000 XP)


Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: detect magic, feather fall, levitate, light, lightning bolt, thunderwave
3/day each: control weather, water breathing

Lightning Aura. The giant is surrounded by an aura of electricity. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage. A bolt then leaps from that creature to another creature within 30 feet of the first target, other than the giant itself. The second creature must make a DC 19 Dexterity saving throw, or also take 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.


Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) lightning damage and 3 (1d6) thunder damage.

Rock. Ranged Weapon Attack: +16 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.

Lightning Form (Recharge 5–6). The giant transforms itself into a 10 foot wide line of lightning, ending at an unoccupied spot within 100 feet that the giant can see, where the giant then re-forms into its regular form. Each creature within the line must make a DC 19 Dexterity saving throw, taking 54 (12d8) lightning damage and being knocked prone on a failed save, or half as much damage on a successful one.
I really like lightning form, and I am glade to see you come back to these.
 



Added the flavor text for the Storm Giant King. May still tinker with it a bit - thinking about adding a few Battlemaster maneuvers since most of these, as you can probably tell, have an underlying class base.

As I mentioned before in this thread, perhaps I might create one final creature for this thread - the Giant Emperor, an almost-mythical office that hasn't been filled since the fall of Ostoria, and whose rise might herald the return of giants to power and likely cataclysmic wars with dragonkind. Any opinions?
 
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Hill giant chief made me think of Willie from Mickey and the Beanstalk - good work:)

do these guys need some lair actions?

Feel free to make suggestions! I guess by this point I'm pretty good at making run-of-the-mill stat blocks, but lair and legendary actions are something I've not quite gotten a handle on yet.
 


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