D&D 5E Homebrew Giant Elites

Hello all! With the new year comes some new giant variants, starting out with today's entry, the Cloud Giant Shaman.



Cloud Giant Shaman

Memnor, the patron deity of the cloud giants, is a trickster god with a less than savory reputation. For evil cloud giants, this is hardly an issue; but for other cloud giants, the worship of Memnor is more problematical. Most non-evil cloud giants simply sidestep the issue - they are hardly a religious race anyway, so they give little more than lip-service to Memnor, focusing on his wiles and intelligence while ignoring his more unpleasant facets. Some, however, refuse to go even this far, and abandon his worship altogether. Of this group, the cloud giant shamans are the most notable, as they not only refuse to venerate Memnor, but actually gain spells from other deities entirely.
Lovers of Nature
Cloud giants disillusioned with the darker aspects of Memnor often suffer crises of faith, and as a result, begin to search for other deities to worship. Most often, they turn towards other members of the giant pantheon, usually Stronmaus, the patron of storm giants, or his mighty sister Hiatea, the giant deity of the hunt. A rare few will look towards deities of other pantheons, although this is considered a great offense towards the ordning; as a result, such choices are usually well hidden. Finally, a few cloud giants believe that Memnor isn't quite evil enough, and turn towards his brother Thrym instead (which isn't technically against the ordning, but still is usually hidden). The common thread among virtually all these choices is that the deity the giant turns towards has some power over nature and the weather. Thus, while cloud giant shamans may worship one of a fairly large number of deities, their powers are often very similar despite god they worship.
Organic Art
The cloud giant ordning is based on the ostentatious display of wealth, so at first glance it is hard to see how cloud giant shamans could ever rise to any significant status among their peers. While it is true that they usually will likely never rise to a level comparable to cloud giants with castles filled with gold and rare items of fine art, they can still reach surprising heights in the ordning. With their power over nature, they are the creators of the legendary cloud giant produce - pumpkins big enough to house whole families of humans, for example - as well as farm animals magically altered to a size more fitting and useful for a giant's castle. Feasts at a cloud giant castle that has a shaman in residence inevitably feature truly prodigious amounts of food magically grown and raised by the shaman to surprising, if not shocking, proportions. Some shamans even use their power to turn plants into actual artwork; not only are their topiary gardens and hedge mazes beautiful and intricate beyond imagining, they can turn a wall covered with creeping vines and the like into a vast, ever-changing mural with nature's colors as their palette. So breathtaking is their work that the greatest of these "nature artists" can, due to cloud giants equating "rare and beautiful" with "costly", actually rank as high in the ordning as the counts and countesses themselves.
Dangerous Gardeners
Although at first glance it may seem that a castle's gardener would likely pose little threat to intruders, this is certainly not the case for cloud giant shamans, as many a would-be despoiler has learned to his or her dismay. Not only do they have access to powerful druidic magic above and beyond their normal innate spells, they often synergize both types of magic, as well as their local environment, to create powerful effects. For example, a normal druid only rarely gets to use the more powerful version of call lightning since the need to use the spell usually doesn't occur when a convenient storm is nearby. Cloud giant shamans, on the other hand, often live on a cloud and can use their innate control weather to cause that normally elusive storm. Shamans will also often use their shapeshifting ability in a similar manner; a flying triceratops might seem an amusing concept in theory - until you have one actually swooping towards you! Even getting near the giant might pose an insurmountable problem when the topiary animals and hedge mazes are all awakened plants.



Cloud Giant Shaman
Huge giant (cloud giant), neutral

Armor Class 14 (natural armor), 16 with barkskin
Hit Points 270 (20d12 + 140)
Speed 40 ft.

STR 27 (+8) DEX 10 (+0) CON 24 (+7) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)

Saving Throws Con +10, Wis +8, Cha +7
Skills Insight +8, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 12 (8,400 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 Wisdom (spell save DC 16, +8 to hit with spell attacks). The giant has the following druid spells prepared:

Cantrips (at will): druidcraft, mending, produce flame, thorn whip
1st level (4 slots): cure wounds, entangle, thunderwave
2nd level (3 slots): barkskin, gust of wind, hold person
3rd level (3 slots): call lightning, sleet storm, wind wall
4th level (3 slots): confusion, freedom of movement, ice storm
5th level (2 slots): awaken, conjure elemental, insect plague
6th level (1 slot): heal, wall of thorns
7th level (1 slot): fire storm
8th level (1 slot): earthquake



Actions



Multiattack. The giant makes two spear attacks.


Spear. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) piercing damage or 21 (3d8 + 8) piercing damage if used two-handed.


Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.


Change Shape (2/Day). The giant magically polymorphs into a beast or elemental with a challenge ratting of 5 or less, and can remain in this form for up to 7 hours. The giant can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The giant reverts to its true form if it dies or falls unconscious. The giant can revert to its true form using a bonus action on its turn.

While in a new form, the giant retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by that of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except for class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.




Next to be detailed will be the leaders of the cloud giants, the cloud giant counts.
 
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Hello again! Today I'll be detailing the leaders of the cloud giants, the cloud giant counts/countesses.



Cloud Giant Count

Graceful castles built on wispy clouds floating lazily through the sky - this is what most people picture when they think of cloud giants. Of course, the legendary floating castles are extremely rare, and most ordinary cloud giants can only dream of living on one while grounded on their cloud-covered mountainsides. In most cases, these legendary castles are owned by the cloud giant counts and countesses, those at the pinnacle of cloud giant society. While some of the floating castles are owned by lesser cloud giants (most often powerful magic users just below the nobility in the ordning), and while some counts live among their kin on the solid ground, most often the counts and the castles are paired - encounter one, and you will encounter the other.
Lords of the Sky
From their lofty floating perches, cloud giant counts and countesses are masters of all they survey. Should a floating castle take up a more or less permanent position over a town or region, its owner will often become ruler of the lands below, or, at least, its guardian. In this situation, good cloud giant counts rule (or guard) with a light and benevolent hand, interfering with the lands below only when necessary, and then for the common good. The small folk below are usually happy to have such a powerful protector - cloud giant counts and their entourages are a powerful deterrent against invaders, especially dangerous flying foes such as evil dragons, while in times of need these counts are more than happy to share the bounty of their giant-sized gardens. An evil cloud giant count, on the other hand, will usually be a source of terror for those in the shadow of their castles - demands for ever-increasing taxation must be met, or the unfortunates below will be subjected to a merciless bombardment from a source they cannot hope to even reach. Given the scarcity of the cloud castles, however, and the cloud giants' normally insular nature, such situations, for good or ill, are generally quite rare.
Keepers of Magic
Unlike most of their kin, cloud giants regularly take up the study of wizardly magic. While in most cases, this interest does not progress far beyond the simplest levels, cloud giant counts and countesses often become skilled practitioners of the arcane, having the leisure time available to delve deeply into such studies. Cloud giant counts often use their magic to enhance their position in the ordning: divination spells to discover the location of lost (or easily obtainable) wealth and art, abjuration and evocation spells to help protect their goods, and even illusion spells to misrepresent the quality and quantity of their valuables. This familiarity with the arcane makes magical items highly sought after among the nobility - a cloud giant count's dwelling will often house a considerable amount of such items, displayed in the most ostentatious manner so as to prove the owner's wealth and place in the ordning. This has the unfortunate side effect of drawing unscrupulous adventurers to their castles like flies to honey; usually, however, the count's magic will serve them well in defense, and the late adventurers' items, if sufficiently powerful, are simply added to the count's collection.



Cloud Giant Count
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 18 (+4) WIS 16 (+3) CHA 16 (+3)

Saving Throws Con +10, Wis +8, Cha +8
Skills Insight +8, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 14 (11,500 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 17, +9 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 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.




Originally, I had planned on going straight on to storm giants at this point, but I realized that my higher-level giants are tilted fairly heavily towards magic-using types. So, I'm adding in a few more "fighter" types to the mix. Overall, I am now planning on adding six more giant variants to my initial plans, which, with the undead giants added as well, will come out to an even twenty. So, next up will be the first of these additional giant variants - the cloud giant oathguard.
 
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Hello again all! This post will detail the powerful guardians of cloud giant castles, the cloud giant oathguards.



Cloud Giant Oathguard

Millennia ago, when Ostoria was at its height, the ground shook as the armies of the giants marched out to conquer new lands. Today those armies are gone, and the giants are a scattered people with no true organized military to speak of. Only one group maintains that martial tradition: the cloud giant oathguards. Bound by oaths passed down from generation to generation, the few remaining oathguards steadfastly stand watch over the last remaining cloud castles, vigilantly guarding them from any who would want to despoil them.
Cloud Warriors
In ages past, few sights were as terrifying as a giant army on the march, and few troops within that army were as renowned or effective as the cloud giant oathguards. Astride their rocs and wielding lances of truly astounding length, this flying heavy cavalry could swoop down at any location on a battlefield and utterly disrupt any enemy formation. So feared were they that even dragons often fled at their approach. Nowadays, such massed formations are impossible, given the current giant population; it is rare that even a handful of oathguards would gather in the same place. But even in small numbers, or even singularly, oathguards are a force to be reckoned with. Whether charging out of the sky on their roc steeds, lance at the ready, or standing on solid ground (or cloud) with sword and shield in hand, a cloud giant oathguard has few peers when it comes to martial prowess.
Castle Guardians
Cloud giant oathguards swear mighty and binding oaths to protect the great floating castles of the cloud giants. Ancient in form and wording, these oaths have been passed down since time immemorial, granting the oathguards the blessings of the giant gods. Older oathguards not only train their squires (often younger relatives, although fostering from outside the immediate family is certainly not unheard of) in the required martial skills, but also instill in them the true meaning and power of their oaths. An oathguard swears to protect the castle and its owners, whoever they may be; and, since in the often wager-crazy society of cloud giant nobles, castles might pass from family to family with sometimes bewildering speed, an oathguard might serve many owners in his or her lifetime. This might result in startling adjustments as ownership changes - a benevolent owner might outfit his oathgaurds in shining armor with inlays of gold, silver, and precious gems to inspire their allies, while owners of a less scrupulous nature might dress them in blackened steel and obsidian to bring fear to their rivals and enemies. But through it all, oathguards strive to remain true to their oaths, ever vigilant to ensure no harm comes to their castles and their owners.



Cloud Giant Oathguard
Huge giant (cloud giant), lawful good (50%) or lawful evil (50%)

Armor Class 20 (plate armor and shield)
Hit Points 250 (20d12 + 120)
Speed 40 ft.

STR 28 (+9) DEX 10 (+0) CON 24 (+7) INT 12 (+1) WIS 16 (+3) CHA 18 (+4)

Saving Throws Str +18, Dex +9, Con +16, Int +10, Wis +12, Cha +13
Skills Insight +8, Intimidation +9, Perception +8
Condition Immunities frightened
Senses passive Perception 18
Languages Common, Giant
Challenge 13 (10,000 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 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The giant has the following paladin spells prepared:

1st level (4 slots): bless, compelled duel, cure wounds, thunderous smite
2nd level (3 slots): lesser restoration, magic weapon, zone of truth
3rd level (3 slots): crusader's mantle, daylight, dispel magic
4th level (1 slot): banishment, death ward


Smite (3/Day). When the giant hits a creature with a melee weapon attack, it can choose to do an additional 9 (2d8) points of radiant (if the giant is good) or necrotic (if the giant is evil) damage.



Actions



Multiattack. The giant makes two longsword attacks.


Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage.


Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) piercing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage. The attack has disadvantage if the target is within 10 feet of the giant.


Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.


Lay on Hands. The giant has a pool of 65 points of healing power that replenishes when the giant takes a long rest. As an action, the giant can touch a creature and draw from that pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.




Next up, we start with the storm giants, starting with the fearsome storm giant omen-reader!
 
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Bitbrain

Lost in Dark Sun
I really like this one.

Having worked up a homebrew Paladin oath not too long ago (thanks to everyone's help), this guy really appeals to me.
 

It is as it was foretold! This post will detail the Storm Giant Omen-Reader, who take the storm giants' fixation with omens to the next level...



Storm Giant Omen-Reader


For storm giants, the world around them is filled with omens. Each storm giant not only goes about his or her day in accordance with these portents, but each determines his or her rank, as well as the rankings of other storm giants, in the ordning by scrutinizing the signs they see around them. Most storm giants, however, only observe these omens casually (although their "casually" would rank as nearly obsessive for most other races), but a rare few make studying and reacting to them their life's work. These storm giant omen-readers are among the premier diviners and oracles of the world, able to delve into the portents to discover secrets hidden from all others.
Diviners of Annam's Will
Few beings possess greater ability to discover what is hidden and to see into the misty future as do the storm giant omen-readers. Masters of divination, they can tease knowledge out of the most minimal or obscure of omens and portents. Their reputation as seers makes them highly sought-after not only among their giant kin, but by members of many other intelligent races as well, although they find constant requests for audiences to be wearying, if not outright annoying. Unlike their stone giant cousins, however, omen-readers aren't consulted for their wisdom, but simply for their knowledge. An omen-reader will merely state the facts and meanings (as he or she sees them) of the portents have observed; they do not otherwise counsel others what would be the best or wisest way to act upon what they have divined.
Acting upon the Portents
Storm giant omen-readers aren't merely stationary oracles, however; they often act upon the portents they observe. This may bring them into conflict with the outside world as they act to bring about, or in the case of what they consider to be warnings, to stop what they have foreseen. Omen-readers have no issues with attacking, or even destroying, villages, towns, or entire nations if they believe that the omens demand it. An omen-reader might, for example, receive a warning that a child in a certain town is fated to become a great foe of the giants, and the giant would as a result unhesitatingly attempt to wipe the settlement off the map to ensure that this dire prediction would not come about. Some might point out to the omen-reader that the attempt to destroy the town might actually be what drives the prophesied child to want to destroy giants. In response to this line of reasoning, an omen-reader will merely give an inscrutable smile.



Storm Giant Omen Reader
Huge giant (storm giant), chaotic good

Armor Class 13 (16 with mage armor)
Hit Points 253 (22d12 + 110)
Speed 40 ft., swim 50 ft.

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

Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +10, Athletics +14, History +10, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 15 (13,000 XP)



Amphibious The giant can breathe air and water.


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 a 19th-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): mage hand, message, ray of frost, shocking grasp, true strike
1st level (4 slots): identify*, mage armor, magic missile, thunderwave, witch bolt
2nd level (3 slots): detect thoughts*, gust of wind, locate object*, scorching ray
3rd level (3 slots): clairvoyance*, dispel magic, fly, lightning bolt
4th level (3 slots): arcane eye*, ice storm, locate creature*
5th level (3 slots): cone of cold, Rary's telepathic bond*, scrying*
6th level (2 slot): chain lightning, true seeing*
7th level (1 slot): delayed blast fireball
8th level (1 slot): maze
9th level (1 slot): foresight*
*Divination spell


Portent (Recharges after the Giant Casts a Divination Spell of 1st Level or Higher). When the giant or a creature it can see makes an attack roll, a saving throw, or an ability check, the giant can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.



Actions


Quarterstaff. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.


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


Lightning Strike (Recharge 5 - 6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.



Next time, we have a ranged-weapon giant without the rocks - the storm giant warden.
 
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dave2008

Legend

Another great entry - thank you for sharing.

I do have one concern though - its low HP. I assume you derived the defensive CR by getting an effective HP around 316 using the resistance / immunity modifier table in the DMG. Thus you were able to get a defensive CR of 15-16.

However, I just want to remind you the DMG states that you should apply the modifier only if the party is unlikely to be able to overcome the resistances and immunities. Personally, I feel PCs should have multiple methods to attack the giant and ignore its cold, lightning, and thunder resistances and immunities. Thus, you shouldn't apply the modifiers. If that is the case, its defensive CR is only 12 and that brings the overall CR down to 13.5 (assuming Offensive CR of 15 using: Lightning Strike, delayed blast fireball, & chain lightning; DPR 94, DC 17 or 18).

Just my 2 cents
 

Another great entry - thank you for sharing.

I do have one concern though - its low HP. I assume you derived the defensive CR by getting an effective HP around 316 using the resistance / immunity modifier table in the DMG. Thus you were able to get a defensive CR of 15-16.

However, I just want to remind you the DMG states that you should apply the modifier only if the party is unlikely to be able to overcome the resistances and immunities. Personally, I feel PCs should have multiple methods to attack the giant and ignore its cold, lightning, and thunder resistances and immunities. Thus, you shouldn't apply the modifiers. If that is the case, its defensive CR is only 12 and that brings the overall CR down to 13.5 (assuming Offensive CR of 15 using: Lightning Strike, delayed blast fireball, & chain lightning; DPR 94, DC 17 or 18).

Just my 2 cents

The Offensive CR is 17 - Lightning Strike (108), Cone of Cold 9th (108), Cone of Cold 8th (99), for an average DPR of 105, which is CR 17, and the Save DC of 18 is only one less that the normal CR 17 DC of 19, so it doesn't drag it down. So the average CR is 14.5, which rounds up to 15.
 

dave2008

Legend
The Offensive CR is 17 - Lightning Strike (108), Cone of Cold 9th (108), Cone of Cold 8th (99), for an average DPR of 105, which is CR 17, and the Save DC of 18 is only one less that the normal CR 17 DC of 19, so it doesn't drag it down. So the average CR is 14.5, which rounds up to 15.

Got it - I didn't think to use those spells in the higher level spell slots.
 
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Motorskills

Explorer
That's part of the point of this - the giant lords in SKT seemed a bit weak and flavorless, so I'm building my own!

First point, love this listing, thanks so much for your inventiveness

I'm not super-sold on the Fire Giant Duke having this aura, let alone being able to direct it. (I do like the idea of that kind of thing belonging to the Pyromancer though)

As you know, I am house-ruling that the fire giants' affinity for metalwork makes their armour very hard to penetrate. Instead of AC18 for plate, I rule that hitting AC17 or less simply bounces off, hitting AC18-22 does half damage (not resistance), and hitting AC23+ causes damage as normal.

I'd like to make use of Zalto's weird neck armour thing (see the painting in SKT, also see the miniature they released for him). That actually might be where the fire aura comes from, the thing is red hot all the time..... :)
 


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