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<blockquote data-quote="Demetrios1453" data-source="post: 7991497" data-attributes="member: 6801060"><p>Here is my cloud giant rogue, which, in my opinion, works <em>much </em>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 <em>gaseous form</em> 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...</p><p></p><p>Anyway, here is the cloud giant mist assassin:</p><p></p><p></p><p><u><strong>Cloud Giant Mist Assassin</strong></u></p><p></p><p>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.</p><p></p><p><em><strong>Dashing Rogues, Secret Assassins.</strong></em> 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.</p><p></p><p><em><strong>Silent Killers in the Mist.</strong></em> 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 <em>fog cloud</em> and <em>darkness</em> abilities (the latter granted by Memnor to replace the normal <em>light </em>possessed by cloud giants) to obscure themselves from their foes, and their<em> misty step </em>and<em> gaseous form </em>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.</p><p></p><p></p><p><u><strong>Cloud Giant Mist Assassin</strong></u></p><p><em>Huge giant (cloud giant), lawful evil </em></p><p></p><p><strong>Armor Class</strong> 18 (natural armor)</p><p><strong>Hit Points</strong> 225 (18d12 + 108)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR</strong> 27 (+8) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 22 (+6) <strong>INT</strong> 16 (+3) <strong>WIS</strong> 16 (+3) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Saving Throws</strong> Con +10, Wis +7, Cha +8</p><p><strong>Skills</strong> Deception +12, Insight +11, Perception +11, Stealth +12</p><p><strong>Senses</strong> passive Perception 21</p><p><strong>Languages</strong> Common, Giant</p><p><strong>Challenge</strong> 11 (7,200 XP)</p><p></p><p></p><p><em><strong>Assassinate. </strong></em>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. </p><p></p><p><em><strong>Cunning Action. </strong></em>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.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> 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>darkness</em>, <em>detect magic, fog cloud</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><em></em></p><p><em><strong>Keen Smell.</strong></em> The giant has advantage on Wisdom (Perception) checks that rely on smell.</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><strong><em>Rapier.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 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. </p><p></p><p><em><strong>Rock</strong>. Ranged Weapon Attack:</em> +12 to hit, range 60/240 ft., one target. <em>Hit:</em> 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 7991497, member: 6801060"] Here is my cloud giant rogue, which, in my opinion, works [I]much [/I]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 [I]gaseous form[/I] 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: [U][B]Cloud Giant Mist Assassin[/B][/U] 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. [I][B]Dashing Rogues, Secret Assassins.[/B][/I] 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. [I][B]Silent Killers in the Mist.[/B][/I] 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 [I]fog cloud[/I] and [I]darkness[/I] abilities (the latter granted by Memnor to replace the normal [I]light [/I]possessed by cloud giants) to obscure themselves from their foes, and their[I] misty step [/I]and[I] gaseous form [/I]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. [U][B]Cloud Giant Mist Assassin[/B][/U] [I]Huge giant (cloud giant), lawful evil [/I] [B]Armor Class[/B] 18 (natural armor) [B]Hit Points[/B] 225 (18d12 + 108) [B]Speed[/B] 40 ft. [B]STR[/B] 27 (+8) [B]DEX[/B] 18 (+4) [B]CON[/B] 22 (+6) [B]INT[/B] 16 (+3) [B]WIS[/B] 16 (+3) [B]CHA[/B] 18 (+4) [B]Saving Throws[/B] Con +10, Wis +7, Cha +8 [B]Skills[/B] Deception +12, Insight +11, Perception +11, Stealth +12 [B]Senses[/B] passive Perception 21 [B]Languages[/B] Common, Giant [B]Challenge[/B] 11 (7,200 XP) [I][B]Assassinate. [/B][/I]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. [I][B]Cunning Action. [/B][/I]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. [I][B]Innate Spellcasting.[/B][/I] The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: At will: [I]darkness[/I], [I]detect magic, fog cloud[/I] 3/day each: [I]feather fall, fly, misty step, telekinesis[/I] 1/day each: [I]control weather, gaseous form [B]Keen Smell.[/B][/I] The giant has advantage on Wisdom (Perception) checks that rely on smell. [U][B]Actions[/B][/U] [B][I]Rapier.[/I][/B] [I]Melee Weapon Attack:[/I] +12 to hit, reach 10 ft., one target. [I]Hit:[/I] 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. [I][B]Rock[/B]. Ranged Weapon Attack:[/I] +12 to hit, range 60/240 ft., one target. [I]Hit:[/I] 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll. [/QUOTE]
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