Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Giant Elites
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Demetrios1453" data-source="post: 6992073" data-attributes="member: 6801060"><p>Hello again all! This post will detail the powerful guardians of cloud giant castles, the cloud giant oathguards.</p><p></p><p></p><p></p><p><u><strong>Cloud Giant Oathguard</strong></u></p><p></p><p>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. </p><p><strong><em>Cloud Warriors</em></strong></p><p>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.</p><p><strong><em>Castle Guardians</em></strong></p><p>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. </p><p></p><p></p><p></p><p><u><strong>Cloud Giant Oathguard</strong></u></p><p><em>Huge giant (cloud giant), lawful good (50%) or lawful evil (50%)</em></p><p></p><p><strong>Armor Class</strong> 20 (plate armor and shield)</p><p><strong>Hit Points</strong> 250 (20d12 + 120)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 28 (+9) <strong>DEX</strong> 10 (+0) <strong>CON</strong> 24 (+7) <strong>INT</strong> 12 (+1) <strong>WIS</strong> 16 (+3) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Saving Throws</strong> Str +18, Dex +9, Con +16, Int +10, Wis +12, Cha +13</p><p><strong>Skills</strong> Insight +8, Intimidation +9, Perception +8</p><p><strong>Condition Immunities</strong> frightened</p><p><strong>Senses</strong> passive Perception 18</p><p><strong>Languages</strong> Common, Giant</p><p><strong>Challenge</strong> 13 (10,000 XP)</p><p></p><p></p><p></p><p><strong><em>Keen Smell</em></strong> The Giant has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p></p><p><strong><em>Innate Spellcasting</em></strong> The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:</p><p></p><p>At will: <em>detect magic, fog cloud, light</em></p><p>3/day each: <em>feather fall, fly, misty step, telekinesis</em> </p><p>1/day each: <em>control weather, gaseous form</em></p><p></p><p></p><p><strong><em>Spellcasting.</em></strong> 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:</p><p></p><p>1st level (4 slots): <em>bless, compelled duel, cure wounds, thunderous smite</em></p><p>2nd level (3 slots): <em>lesser restoration, magic weapon, zone of truth</em></p><p>3rd level (3 slots): <em>crusader's mantle, daylight, dispel magic</em></p><p>4th level (1 slot): <em>banishment, death ward</em></p><p></p><p></p><p><strong><em>Smite (3/Day).</em></strong> 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.</p><p></p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p></p><p></p><p><em><strong>Multiattack.</strong></em> The giant makes two longsword attacks.</p><p></p><p></p><p><em><strong>Longsword.</strong> Melee Weapon Attack:</em> +14 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (3d8 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage.</p><p></p><p></p><p><em><strong>Lance.</strong> Melee Weapon Attack: </em> +14 to hit, reach 20 ft., one target. <em>Hit:</em> 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.</p><p></p><p></p><p><em><strong>Rock</strong>. Ranged Weapon Attack:</em> +14 to hit, range 60/240 ft., one target. <em>Hit:</em> 31 (4d10 + 9) bludgeoning damage.</p><p></p><p></p><p><strong><em>Lay on Hands.</em></strong> 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.</p><p></p><p></p><p></p><p></p><p>Next up, we start with the storm giants, starting with the fearsome storm giant omen-reader!</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 6992073, member: 6801060"] Hello again all! This post will detail the powerful guardians of cloud giant castles, the cloud giant oathguards. [U][B]Cloud Giant Oathguard[/B][/U] 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. [B][I]Cloud Warriors[/I][/B] 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. [B][I]Castle Guardians[/I][/B] 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. [U][B]Cloud Giant Oathguard[/B][/U] [I]Huge giant (cloud giant), lawful good (50%) or lawful evil (50%)[/I] [B]Armor Class[/B] 20 (plate armor and shield) [B]Hit Points[/B] 250 (20d12 + 120) [B]Speed[/B] 40 ft. [B]STR[/B] 28 (+9) [B]DEX[/B] 10 (+0) [B]CON[/B] 24 (+7) [B]INT[/B] 12 (+1) [B]WIS[/B] 16 (+3) [B]CHA[/B] 18 (+4) [B]Saving Throws[/B] Str +18, Dex +9, Con +16, Int +10, Wis +12, Cha +13 [B]Skills[/B] Insight +8, Intimidation +9, Perception +8 [B]Condition Immunities[/B] frightened [B]Senses[/B] passive Perception 18 [B]Languages[/B] Common, Giant [B]Challenge[/B] 13 (10,000 XP) [B][I]Keen Smell[/I][/B] The Giant has advantage on Wisdom (Perception) checks that rely on smell. [B][I]Innate Spellcasting[/I][/B] The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: [I]detect magic, fog cloud, light[/I] 3/day each: [I]feather fall, fly, misty step, telekinesis[/I] 1/day each: [I]control weather, gaseous form[/I] [B][I]Spellcasting.[/I][/B] 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): [I]bless, compelled duel, cure wounds, thunderous smite[/I] 2nd level (3 slots): [I]lesser restoration, magic weapon, zone of truth[/I] 3rd level (3 slots): [I]crusader's mantle, daylight, dispel magic[/I] 4th level (1 slot): [I]banishment, death ward[/I] [B][I]Smite (3/Day).[/I][/B] 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. [U][B]Actions[/B][/U] [I][B]Multiattack.[/B][/I] The giant makes two longsword attacks. [I][B]Longsword.[/B] Melee Weapon Attack:[/I] +14 to hit, reach 10 ft., one target. [I]Hit:[/I] 22 (3d8 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage. [I][B]Lance.[/B] Melee Weapon Attack: [/I] +14 to hit, reach 20 ft., one target. [I]Hit:[/I] 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. [I][B]Rock[/B]. Ranged Weapon Attack:[/I] +14 to hit, range 60/240 ft., one target. [I]Hit:[/I] 31 (4d10 + 9) bludgeoning damage. [B][I]Lay on Hands.[/I][/B] 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! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Giant Elites
Top