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<blockquote data-quote="Demetrios1453" data-source="post: 6960677" data-attributes="member: 6801060"><p>First up is an advanced hill giant and a hill giant variant:</p><p></p><p></p><p></p><p><strong><u>Hill Giant Chief</u></strong></p><p></p><p></p><p>For hill giants, bigger is better. Each hill giant wants, above all things, to be the biggest and fattest hill giant there ever has been. Most hill giants, being little more than stupid brutes, simply eat what they can, when they can, and have no deeper strategy beyond that to achieve this goal. However, some hill giants, being stronger and (slightly) more intelligent than the rest, are able to wrest food away from their counterparts, either through guile or sheer strength. These hill giants quickly become the biggest in their tribes or settlements; and the other hill giants, equating mass with superiority, acknowledge them as their leaders. Once placed in a position of power, these hill giant chiefs rapidly become even larger (and, thus, even more revered) as they can now demand even more food from their subjects as a sort of tax.</p><p></p><p><em><strong>Protection Through Bulk. </strong></em>Being able to demand or seize food from other hill giants means that a typical hill giant chief quickly grows to immense size. This hinders their ability to move around, as well as making their actions slow and ponderous. However, what they lose in speed and dexterity due to their obesity, they make up in sheer bulk - the immense rolls of fat make it difficult for the weapons of their foes to cause any real harm to vital areas. Swords might draw blood and clubs may bruise a hill giant chief, but these will do little more than enrage the creature. Only by slowly wearing the hill giant chief down through blood loss from these superficial wounds, as well as the periodic lucky shot that actually cuts through the fat to hit something vital, can the giant be truly hurt.</p><p></p><p><strong><em>Malodorous Leaders.</em> </strong>A hill giant chief typically sits on a crude "throne" (usually a re-purposed item such as a wagon or conveniently-shaped stone dragged from some building or ruin) in its dwelling in the center of a hill giant settlement, surrounded by filth and refuse. The stench is usually all but unbearable, and, periodically, the chief can intensify this hideous odor, either through digestive means or through its sheer lack of hygiene. While horrifying and nauseating to outsiders, such displays leave the chief's subjects even more in awe of their leader.</p><p></p><p><strong><em>Demanding Tyrants.</em> </strong>A hill giant chief's leadership usually consists of no more than demands for more food to feed its ever-growing hunger. Should such an order be refused, or out of sheer boredom or malice, or simply to make an example of one of its subjects, the hill giant chief is able to bring the full weight of its bulk to bear when dealing a blow with its greatclub. The offending object of such a crushing strike is often knocked senseless to the ground, where it is either summarily dispatched, or dragged away as an object lesson to others</p><p></p><p></p><p></p><p></p><p><strong><u>Hill Giant Chief</u></strong></p><p><em>Huge giant (hill giant), chaotic evil</em></p><p></p><p><strong>Armor Class</strong> 15 (natural armor)</p><p><strong>Hit Points</strong> 172 (15d12 + 75)</p><p><strong>Speed</strong> 20 ft.</p><p></p><p><strong>STR</strong> 23 (+5 ) <strong>DEX </strong>8 (-1) <strong>CON </strong>21 (+5) <strong>INT </strong>7 (-2) <strong>WIS </strong>9 (-1) <strong>CHA </strong>6 (-2)</p><p></p><p><strong>Skills </strong>Perception +2</p><p><strong>Senses </strong>passive Perception 12</p><p><strong>Languages </strong>Giant</p><p><strong>Challenge </strong>8 (3,900 XP)</p><p></p><p></p><p><em><strong>Stench (1/day). </strong></em>As a bonus action, the giant creates a 20-foot radius nausea-inducing cloud centered on it. Each creature that is completely within the cloud at the start of its turn must make a DC 13 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Other hill giants and creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The cloud lasts for one minute or until dispersed. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.</p><p></p><p></p><p><strong><u>Actions</u></strong></p><p><strong></strong></p><p><strong><em>Multiattack.</em> </strong>The hill giant chief makes two greatclub attacks</p><p></p><p><em><strong>Greatclub</strong>.</em> <em>Melee Weapon Attack: </em>+9 to hit, reach 10 ft., one target. <em>Hit:</em> 19 (3d8 + 6) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Any greatclub attacks against a prone target do an additional 13 (3d8) points of bludgeoning damage.</p><p></p><p><em><strong>Rock. </strong>Ranged Weapon Attack: </em>+9 to hit, range 60/240 ft., one target. <em>Hit:</em> 22 (3d10 + 5) bludgeoning damage.</p><p></p><p></p><p></p><p></p><p><strong>Variant: Hill Giant Priest of Grolantor</strong></p><p></p><p>A select few hill giants, both ordinary and chiefs, having particularly excelled in their gluttonous endeavors, have pleased the hill giant deity Grolantor and have been blessed with divine spell use. The few that do gain such powers never grow exceptionally powerful in them, for two reasons. First, hill giants are not naturally disposed towards such matters; and, secondly, any hill giant that actually reaches the ability to cast 3rd level divine spells gains access to a giant-sized <em>create food and water</em> and rapidly eats itself to death. This, as any hill giant will tell you, nodding sagely, is the way all of them would want to go.</p><p></p><p>A Hill Giant Priest of Grolantor uses the same statistics as a regular hill giant or hill giant chief, with the following modifications:</p><p></p><p>It has a Wisdom score of 11 (+0), a Perception skill of +3, and a passive Perception of 13. It also gains the Spellcasting feature as below.</p><p></p><p></p><p><em><strong>Spellcasting.</strong></em> The hill giant is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The hill giant has the following cleric spells prepared:</p><p></p><p>Cantrips (at will): <em>light, sacred flame, thaumaturgy</em></p><p>1st Level (4 slots): <em>command, purify food and drink</em></p><p>2nd Level (3 slots): <em>hold person, protection from poison</em></p><p></p><p></p><p></p><p>Stone giants are next, featuring the Stone Giant Runecarver and Stone Giant Thane.</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6960677, member: 6801060"] First up is an advanced hill giant and a hill giant variant: [B][U]Hill Giant Chief[/U][/B] For hill giants, bigger is better. Each hill giant wants, above all things, to be the biggest and fattest hill giant there ever has been. Most hill giants, being little more than stupid brutes, simply eat what they can, when they can, and have no deeper strategy beyond that to achieve this goal. However, some hill giants, being stronger and (slightly) more intelligent than the rest, are able to wrest food away from their counterparts, either through guile or sheer strength. These hill giants quickly become the biggest in their tribes or settlements; and the other hill giants, equating mass with superiority, acknowledge them as their leaders. Once placed in a position of power, these hill giant chiefs rapidly become even larger (and, thus, even more revered) as they can now demand even more food from their subjects as a sort of tax. [I][B]Protection Through Bulk. [/B][/I]Being able to demand or seize food from other hill giants means that a typical hill giant chief quickly grows to immense size. This hinders their ability to move around, as well as making their actions slow and ponderous. However, what they lose in speed and dexterity due to their obesity, they make up in sheer bulk - the immense rolls of fat make it difficult for the weapons of their foes to cause any real harm to vital areas. Swords might draw blood and clubs may bruise a hill giant chief, but these will do little more than enrage the creature. Only by slowly wearing the hill giant chief down through blood loss from these superficial wounds, as well as the periodic lucky shot that actually cuts through the fat to hit something vital, can the giant be truly hurt. [B][I]Malodorous Leaders.[/I] [/B]A hill giant chief typically sits on a crude "throne" (usually a re-purposed item such as a wagon or conveniently-shaped stone dragged from some building or ruin) in its dwelling in the center of a hill giant settlement, surrounded by filth and refuse. The stench is usually all but unbearable, and, periodically, the chief can intensify this hideous odor, either through digestive means or through its sheer lack of hygiene. While horrifying and nauseating to outsiders, such displays leave the chief's subjects even more in awe of their leader. [B][I]Demanding Tyrants.[/I] [/B]A hill giant chief's leadership usually consists of no more than demands for more food to feed its ever-growing hunger. Should such an order be refused, or out of sheer boredom or malice, or simply to make an example of one of its subjects, the hill giant chief is able to bring the full weight of its bulk to bear when dealing a blow with its greatclub. The offending object of such a crushing strike is often knocked senseless to the ground, where it is either summarily dispatched, or dragged away as an object lesson to others [B][U]Hill Giant Chief[/U][/B] [I]Huge giant (hill giant), chaotic evil[/I] [B]Armor Class[/B] 15 (natural armor) [B]Hit Points[/B] 172 (15d12 + 75) [B]Speed[/B] 20 ft. [B]STR[/B] 23 (+5 ) [B]DEX [/B]8 (-1) [B]CON [/B]21 (+5) [B]INT [/B]7 (-2) [B]WIS [/B]9 (-1) [B]CHA [/B]6 (-2) [B]Skills [/B]Perception +2 [B]Senses [/B]passive Perception 12 [B]Languages [/B]Giant [B]Challenge [/B]8 (3,900 XP) [I][B]Stench (1/day). [/B][/I]As a bonus action, the giant creates a 20-foot radius nausea-inducing cloud centered on it. Each creature that is completely within the cloud at the start of its turn must make a DC 13 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Other hill giants and creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. The cloud lasts for one minute or until dispersed. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. [B][U]Actions[/U] [I]Multiattack.[/I] [/B]The hill giant chief makes two greatclub attacks [I][B]Greatclub[/B].[/I] [I]Melee Weapon Attack: [/I]+9 to hit, reach 10 ft., one target. [I]Hit:[/I] 19 (3d8 + 6) bludgeoning damage. If the target is Huge or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. Any greatclub attacks against a prone target do an additional 13 (3d8) points of bludgeoning damage. [I][B]Rock. [/B]Ranged Weapon Attack: [/I]+9 to hit, range 60/240 ft., one target. [I]Hit:[/I] 22 (3d10 + 5) bludgeoning damage. [B]Variant: Hill Giant Priest of Grolantor[/B] A select few hill giants, both ordinary and chiefs, having particularly excelled in their gluttonous endeavors, have pleased the hill giant deity Grolantor and have been blessed with divine spell use. The few that do gain such powers never grow exceptionally powerful in them, for two reasons. First, hill giants are not naturally disposed towards such matters; and, secondly, any hill giant that actually reaches the ability to cast 3rd level divine spells gains access to a giant-sized [I]create food and water[/I] and rapidly eats itself to death. This, as any hill giant will tell you, nodding sagely, is the way all of them would want to go. A Hill Giant Priest of Grolantor uses the same statistics as a regular hill giant or hill giant chief, with the following modifications: It has a Wisdom score of 11 (+0), a Perception skill of +3, and a passive Perception of 13. It also gains the Spellcasting feature as below. [I][B]Spellcasting.[/B][/I] The hill giant is a 4th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The hill giant has the following cleric spells prepared: Cantrips (at will): [I]light, sacred flame, thaumaturgy[/I] 1st Level (4 slots): [I]command, purify food and drink[/I] 2nd Level (3 slots): [I]hold person, protection from poison[/I] Stone giants are next, featuring the Stone Giant Runecarver and Stone Giant Thane. [/QUOTE]
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