D&D 5E Homebrew Giant Elites

Amratat

Villager
The Monster Manual Expanded II from the DM's Guild has one of those, so I would need to put some sort of spin on it to make it different.
Maybe a limited version of Leadership that only affects the hellhounds, and some Battlemaster abilities to move the hellhounds and give them more attacks?
 

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Here is my cloud giant rogue, which, in my opinion, works much better than a hill giant rogue (and half the fun there was simply going against type on purpose). I'm still working on my secret fire giant concept, and I've come up with an interesting frost giant concept beyond that. Also, while working on this rogue, the gaseous form ability (which is one of the reasons cloud giants and rogues have such good synergy) made me think about how a cloud giant vampire might work. I can't promise anything, but it's an interesting area to explore...

Anyway, here is the cloud giant mist assassin:


Cloud Giant Mist Assassin

Memnor, like the evil cloud giants who revere him, has two personalities, like the opposite sides of a coin. One, that which he shows to the world, is regal and cultured, offering apparently wise council and subtle advice. But, hidden beneath this fair outer form, is his true nature – bigoted, over-proud, greedy, and power-hungry; wishing above all to usurp Annam and Stronmaus to become the supreme leader of the giant pantheon. To those followers who understand the truth of their deity, he teaches these qualities, and how to hide their true nature so as to quietly manipulate their good brethren, slowly corrupting cloud giant society from within. And, although he has many types of servants, among his most favored are those who use their abilities to strike quietly and swiftly, all while appearing to be upstanding members of cloud giant society – the cloud giant mist assassins.

Dashing Rogues, Secret Assassins. Mist assassins are rarely known as such in cloud giant society. Following their deity's example, they hide their true personas behind a charming public facade. They are seen by cloud giants in general as dashing swashbucklers, dressed in the latest and most flamboyant styles and armed with speedy rapiers rather than the ponderous morningstars normally favored by their kind. They are sought out as both companions and counselors, as their poetry-filled speech often sends admirers swooning and leaders sagely nodding in agreement; and their wit is said to be as sharp as their swords. But instead of using this popularity to improve cloud giant society, they instead endeavor to corrupt it. Through them, the evil councils of Memnor are subtly spread through the populace, and often reach the ears of the counts and other leaders. And, when words aren't sufficient, their other, more physical powers can swiftly and quietly remove those who might impede their agendas.

Silent Killers in the Mist. Cloud giants possess many powers that come from their association with the clouds in which they live. For most, these powers simply augment their daily lives and at most give them some relatively minor advantages on the rare occasions they find themselves in combat. Mist assassins, however, use these to deadly effect. Gifted by Memnor with almost supernatural stealth for creatures of their size, they use the their fog cloud and darkness abilities (the latter granted by Memnor to replace the normal light possessed by cloud giants) to obscure themselves from their foes, and their misty step and gaseous form to disappear and reappear in unexpected locations. As a final boon, Memnor grants them the ability to coat their rapiers with a subtle, invisible poison while in their hands. Between all of these, they are often able to land devastating blows while their foes are surprised or disoriented. And, should all else fail, these abilities allow them to quickly retreat should the battle not go in their favor, and survive to plot the inevitable demise of those who humiliated them in defeat.


Cloud Giant Mist Assassin
Huge giant (cloud giant), lawful evil

Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft.

STR 27 (+8) DEX 18 (+4) CON 22 (+6) INT 16 (+3) WIS 16 (+3) CHA 18 (+4)

Saving Throws Con +10, Wis +7, Cha +8
Skills Deception +12, Insight +11, Perception +11, Stealth +12
Senses passive Perception 21
Languages Common, Giant
Challenge 11 (7,200 XP)


Assassinate. The giant has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit the giant scores against a creature that is surprised is a critical hit.

Cunning Action. The giant's quick thinking and agility allows it to move and act quickly. The giant can take a bonus action on each of its turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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

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

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


Actions

Rapier. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 10 (3d6) poison damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
 

Amratat

Villager
Here is my cloud giant rogue, which, in my opinion, works much better than a hill giant rogue (and half the fun there was simply going against type on purpose). I'm still working on my secret fire giant concept, and I've come up with an interesting frost giant concept beyond that. Also, while working on this rogue, the gaseous form ability (which is one of the reasons cloud giants and rogues have such good synergy) made me think about how a cloud giant vampire might work. I can't promise anything, but it's an interesting area to explore...

Anyway, here is the cloud giant mist assassin:


Cloud Giant Mist Assassin

Memnor, like the evil cloud giants who revere him, has two personalities, like the opposite sides of a coin. One, that which he shows to the world, is regal and cultured, offering apparently wise council and subtle advice. But, hidden beneath this fair outer form, is his true nature – bigoted, over-proud, greedy, and power-hungry; wishing above all to usurp Annam and Stronmaus to become the supreme leader of the giant pantheon. To those followers who understand the truth of their deity, he teaches these qualities, and how to hide their true nature so as to quietly manipulate their good brethren, slowly corrupting cloud giant society from within. And, although he has many types of servants, among his most favored are those who use their abilities to strike quietly and swiftly, all while appearing to be upstanding members of cloud giant society – the cloud giant mist assassins.
What would be your thoughts on granting them uncanny dodge and evasion, just to differentiate it a bit more from Smiling Ones. I don't believe that would affect the CR too much (as far as I can tell, it is CR 12.5, offensive CR12, defensive CR13).
 

What would be your thoughts on granting them uncanny dodge and evasion, just to differentiate it a bit more from Smiling Ones. I don't believe that would affect the CR too much (as far as I can tell, it is CR 12.5, offensive CR12, defensive CR13).

It's pretty different from the Smiling One - no bard spells, no shapechanging, and no second attack (it was like they wanted some weird rogue/bard/druid/warrior smashup), while getting assassinate, poison, and expertise.

If you want to add further powers, go ahead. Both versions would work just fine in my opinion....
 

Here is my newest fire giant - the fire giant mechanist. These artificers are fire giant innovators, and are often accompanied by a mechanical hell hound defender (their stat block follows the mechanist stat block).



Fire Giant Mechanist

For most fire giants, smithing is a straightforward process – they put hammer to heated steel and create the weapon, armor, or other intended item in time-honored, traditional manners. A few, however, are driven by the need to innovate, tinkering with conventional methods, and, unusually, using arcane magics to create new and interesting variations on the items conventionally produced by their kin. These mechanists are the driving force behind fire giant innovation, and while many disdain them for abandoning the traditional ways, others admire them for their creativity and inventions. Many fire giants manage to, in a somewhat contradictory manner, hold both views.

Driven to Innovate. Fire giant society is relatively conservative, especially when it comes to the forge. Creation of armor and weapons is seen as something of a holy act, sacred to Surtur, and, as such, innovation is somewhat frowned upon. Fire giant mechanists eagerly break these traditions. They are continually looking for new and better ways to improve old methods, as well as searching for new discoveries and creations. Many other fire giants find this disconcerting, but, conversely, have to admit that when the mechanists discover a new, more efficient method or produce a particularly clever new creation, that their nontraditional tinkering does have its uses. They just don't have to like it.

Unorthodox in Battle. Mechanists are as nontraditional in battle as they are in the forge. Using their smith's tools in unorthodox ways, they are able to produce magical effects that enhance their armor and weapons, as well as draw forth magical powers that allow them to cast spells. Moreover, mechanists are often accompanied by a mechanical hell hound defender, a construct they have created to “improve” upon what they see as the flaws of a normal hell hound (those fire giants that raise and train regular hell hounds are distinctly unimpressed by this attitude). Many fire giants find such behavior in battle to be disconcerting, but, again, the positive results usually speak for themselves.



Fire Giant Mechanist
Huge giant, lawful evil

Armor Class 19 (infused plate)
Hit Points 175 (14d12 + 84)
Speed 30 ft.

STR 25 (+7) DEX 9 (-1) CON 23 (+6) INT 18 (+4) WIS 14 (+2) CHA 13 (+1)

Saving Throws Dex +3, Con +10, Cha +5
Skills Athletics +11, Arcana +8, Perception +6
Damage Immunities Fire
Senses Passive Perception 16
Languages Giant
Challenge 11 (7,200 XP)

Artificer Infusions. The giant gains the ability to imbue mundane items with certain magical infusions. The giant gains a +1 bonus to armor class when wearing its plate armor, a +1 bonus to attack and damage rolls with its greatsword, and a +1 bonus to attack and damage rolls made with its rock, with the rock returning to the giant’s hand immediately after it is used to make a ranged attack.

Spellcasting. The giant is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following artificer spells prepared:

Cantrips (at will): fire bolt, mending
1st level (4 slots): absorb elements, cure wounds, grease
2nd level (3 slots): heat metal, levitate, web
3rd level (2 slots): dispel magic, haste

Actions

Multiattack. The giant makes two greatsword attacks.

Infused Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) slashing damage plus 7 (2d6) force damage

Infused Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage plus 7 (2d6) force damage.





Hell Hound Defender
Medium construct, neutral

Armor Class 15 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 50 ft.

STR 17 (+3) DEX 12 (+1) CON 14 (+2) INT 6 (-2) WIS 13 (+1) CHA 6 (-2)

Skills: Perception +5
Damage Immunities fire, poison
Condition immunities charmed, exhaustion, poisoned
Senses Darkvison 60 ft., passive Perception 15
Languages understands Giant but can't speak it
Challenge 3 (700 XP)


Keen Hearing and Smell. The defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The defender has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Vigilant. The defender can’t be surprised.



Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.

Fire Breath (Recharge 5–6). The defender exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.


Reaction

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
 

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.
 
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