Here are two more frost giant variants - the frost giant cambion and the frost giant war chanter. After this, I'll be working on the Giant Emperor, barring someone (or myself) coming up with another good idea for a regular giant variant!
Once everything is complete, in order to organize this all better, I plan on creating individual posts to consolidate the variants for each subtype and then link those to the opening page.
Frost Giant Cambion
In frost giant settlements that have been taken over by cultists of Kostchtchie, pairings between demons and giants are a relatively common occurrence. Although in most cases, such unions fail to produce any viable offspring, in some cases a healthy child is born. These frost giant cambions combine the powers of both parents, resulting in a creature of great power and few vulnerabilities. Frost giant wrathbringers often use them as scouts and aerial bombardiers during battles, as well as a savage guard force in the settlements they rule, keeping the populace under control through intimidation and brute force.
Frost Giant Cambion
Huge fiend, neutral evil
Armor Class 18 (Patchwork Armor)
Hit Points 161 (14d12 + 70)
Speed 40 ft. fly 60 ft.
STR 23 (+6) DEX 9 (-1) CON 21 (+5) INT 12 (+1) WIS 10 (+0) CHA 16 (+3)
Saving Throws STR +10, CON +9, WIS +4, CHA +7
Skills Athletics +10, Intimidation +7, Perception +9
Damage Immunities Cold
Damage Resistances Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 13
Languages Abyssal, Giant
Challenge 10 (5,900 XP)
Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 15). The cambion can innately cast the following spells, requiring no material components:
3/day each: alter self, command, detect magic
1/day: plane shift (self only)
Actions
Multiattack. The cambion makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.
Frost Giant War Chanter
Frost giant combat can rarely be called organized. Frost giant warriors and reavers, egged on by their superiors and their own innate bloodlust, tend to attack piecemeal, bereft of any tactical organization. While the first shock of contact is often enough for a frost giant force to break their foe, intelligent, organized enemies will often know to expect this first onslaught, allowing them to plan to hold against it and then push back once this initial phase of battle is complete. Often, this results in the frost giants themselves being caught backfooted when they fail to prevail immediately, causing them to break and retreat as the tide of battle turns against them. But woe to any opposing commander should they hear drums and war chants, for that means a war chanter is on the field, and that often means doom.
Boosters of Morale. Although most frost giants respect only physical prowess, few would ever denigrate the frost giant war chanter, despite the fact that their powers aren't based on their strength alone. With their inspiring war chants and their rhythmic drumming, they drive their cohorts to greater deeds of prowess, allowing them to break their enemy's ranks should they survive the initial onslaught. Their words bolster those who waiver, and their spells, strategically cast, will often target enemy weak points, causing the foes in those areas to break and allowing the frost giant forces subsequently to decisively push through. Even though they often don't battle the enemy directly, other frost giants respect the war chanter, having seen the results of their actions lead them to victory.
Keepers of Lore. When not in battle, war chanters perform other vital functions in frost giant society. It is they who keep the stories of the giant gods, as well as the history of the tribe and frost giants as a whole. They also serve as entertainers, chanting and singing popular songs and poems, to amuse the jarls and others during both great feasts and around the campfire at night. Finally, their spells assist in everyday life, and allow the war chanters to act as interpreters and messengers when the need arises.
Frost Giant War Chanter
Huge giant, neutral evil
Armor Class 18 (patchwork armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft.
STR 23 (+6) DEX 14 (+2) CON 21 (+5) INT 9 (-1) WIS 10 (+0) CHA 18 (+4)
Saving Throws CON +8, WIS +3, CHA +8
Skills Athletics +11, Intimidation +12, Perception +8, Performance +12, Persuasion +12
Damage Immunities Cold
Senses passive Perception 18
Languages Giant
Challenge 9 (5,000 XP)
Combat Inspiration (4/Short Rest). The giant can inspire others through stirring words or music. To do so, it uses a bonus action on its turn to choose one creature other than itself within 60 feet of it who can hear it. Once within the next 10 minutes, the creature can roll a d10 and add the number rolled to one ability check, attack roll, or saving throw it makes. It can also add the number rolled to a damage weapon roll it just made, or use its reaction to add the number rolled to its AC against an attack.
Countercharm. The giant can use musical notes or words of power to disrupt mind-influencing effects. As an action, it can start a performance that lasts until the end of its next turn. During that time, it and any friendly creatures within 30 feet of it have advantage on saving throws against being frightened or charmed. A creature must be able to hear the giant to gain this benefit. The performance ends early if it is incapacitated or silenced or if it voluntarily ends it (no action required).
Spellcasting. The giant is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, true strike, vicious mockery
1st level (4 slots): dissonant whispers, healing word, Tasha's hideous laughter, thunderwave
2nd level (3 slots): hold person, shatter, silence
3rd level (3 slots): fear, hypnotic pattern, tongues
4th level (3 slots): compulsion, confusion, freedom of movement
5th level (2 slots): synaptic static
Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.