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Homebrew Giant Elites
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<blockquote data-quote="Demetrios1453" data-source="post: 7992091" data-attributes="member: 6801060"><p>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).</p><p></p><p></p><p></p><p><u><strong>Fire Giant Mechanist </strong></u></p><p></p><p>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.</p><p></p><p><em><strong>Driven to Innovate.</strong></em> 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. </p><p></p><p><em><strong>Unorthodox in Battle. </strong></em>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.</p><p></p><p></p><p></p><p><u><strong>Fire Giant Mechanist </strong></u></p><p><em>Huge giant, lawful evil</em></p><p></p><p><strong>Armor Class</strong> 19 (infused plate)</p><p><strong>Hit Points</strong> 175 (14d12 + 84)</p><p><strong>Speed</strong> 30 ft.</p><p></p><p><strong>STR</strong> 25 (+7) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 23 (+6) <strong>INT</strong> 18 (+4) <strong>WIS</strong> 14 (+2) <strong>CHA</strong> 13 (+1)</p><p></p><p><strong>Saving Throws</strong> Dex +3, Con +10, Cha +5</p><p><strong>Skills</strong> Athletics +11, Arcana +8, Perception +6</p><p><strong>Damage Immunities</strong> Fire</p><p><strong>Senses</strong> Passive Perception 16</p><p><strong>Languages</strong> Giant</p><p><strong>Challenge</strong> 11 (7,200 XP)</p><p></p><p><strong><em>Artificer Infusions. </em></strong>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. </p><p></p><p><strong><em>Spellcasting.</em> </strong>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:</p><p></p><p>Cantrips (at will): <em>fire bolt, mending </em></p><p>1st level (4 slots): <em>absorb elements, cure wounds, grease</em></p><p>2nd level (3 slots): <em>heat metal, levitate, web</em></p><p>3rd level (2 slots): <em>dispel magic, haste</em></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><strong><em>Multiattack.</em></strong> The giant makes two greatsword attacks.</p><p></p><p><strong><em>Infused Greatsword.</em></strong> <em>Melee Weapon Attack:</em> +12 to hit, reach 10 ft., one target. <em>Hit:</em> 29 (6d6 + 8) slashing damage plus 7 (2d6) force damage</p><p></p><p><strong><em>Infused Rock.</em></strong> <em>Ranged Weapon Attack:</em> +12 to hit, range 60/240 ft., one target. <em>Hit:</em> 30 (4d10 + 8) bludgeoning damage plus 7 (2d6) force damage.</p><p></p><p></p><p></p><p></p><p></p><p><u><strong>Hell Hound Defender</strong></u></p><p><em>Medium construct, neutral</em></p><p></p><p><strong>Armor Class </strong>15 (natural armor)</p><p><strong>Hit Points </strong>45 (7d8 + 14)</p><p><strong>Speed </strong>50 ft.</p><p></p><p><strong>STR</strong> 17 (+3) <strong>DEX</strong> 12 (+1) <strong>CON</strong> 14 (+2) <strong>INT</strong> 6 (-2) <strong>WIS</strong> 13 (+1) <strong>CHA</strong> 6 (-2)</p><p></p><p><strong>Skills</strong>: Perception +5</p><p><strong>Damage Immunities</strong> fire, poison</p><p><strong>Condition immunities </strong>charmed, exhaustion, poisoned</p><p><strong>Senses</strong> Darkvison 60 ft., passive Perception 15</p><p><strong>Languages</strong> understands Giant but can't speak it</p><p><strong>Challenge</strong> 3 (700 XP)</p><p></p><p></p><p><strong><em>Keen Hearing and Smell.</em></strong> The defender has advantage on Wisdom (Perception) checks that rely on hearing or smell.</p><p></p><p><strong><em>Pack Tactics.</em></strong> 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.</p><p></p><p><em><strong>Vigilant</strong></em>. The defender can’t be surprised.</p><p></p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.</p><p></p><p><strong><em>Fire Breath (Recharge 5–6).</em></strong> 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.</p><p></p><p><em><strong>Repair (3/Day).</strong></em> The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.</p><p></p><p></p><p><u><strong>Reaction</strong></u></p><p></p><p><em><strong>Deflect Attack.</strong></em> 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.</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 7992091, member: 6801060"] 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). [U][B]Fire Giant Mechanist [/B][/U] 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. [I][B]Driven to Innovate.[/B][/I] 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. [I][B]Unorthodox in Battle. [/B][/I]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. [U][B]Fire Giant Mechanist [/B][/U] [I]Huge giant, lawful evil[/I] [B]Armor Class[/B] 19 (infused plate) [B]Hit Points[/B] 175 (14d12 + 84) [B]Speed[/B] 30 ft. [B]STR[/B] 25 (+7) [B]DEX[/B] 9 (-1) [B]CON[/B] 23 (+6) [B]INT[/B] 18 (+4) [B]WIS[/B] 14 (+2) [B]CHA[/B] 13 (+1) [B]Saving Throws[/B] Dex +3, Con +10, Cha +5 [B]Skills[/B] Athletics +11, Arcana +8, Perception +6 [B]Damage Immunities[/B] Fire [B]Senses[/B] Passive Perception 16 [B]Languages[/B] Giant [B]Challenge[/B] 11 (7,200 XP) [B][I]Artificer Infusions. [/I][/B]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. [B][I]Spellcasting.[/I] [/B]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): [I]fire bolt, mending [/I] 1st level (4 slots): [I]absorb elements, cure wounds, grease[/I] 2nd level (3 slots): [I]heat metal, levitate, web[/I] 3rd level (2 slots): [I]dispel magic, haste[/I] [U][B]Actions[/B][/U] [B][I]Multiattack.[/I][/B] The giant makes two greatsword attacks. [B][I]Infused Greatsword.[/I][/B] [I]Melee Weapon Attack:[/I] +12 to hit, reach 10 ft., one target. [I]Hit:[/I] 29 (6d6 + 8) slashing damage plus 7 (2d6) force damage [B][I]Infused Rock.[/I][/B] [I]Ranged Weapon Attack:[/I] +12 to hit, range 60/240 ft., one target. [I]Hit:[/I] 30 (4d10 + 8) bludgeoning damage plus 7 (2d6) force damage. [U][B]Hell Hound Defender[/B][/U] [I]Medium construct, neutral[/I] [B]Armor Class [/B]15 (natural armor) [B]Hit Points [/B]45 (7d8 + 14) [B]Speed [/B]50 ft. [B]STR[/B] 17 (+3) [B]DEX[/B] 12 (+1) [B]CON[/B] 14 (+2) [B]INT[/B] 6 (-2) [B]WIS[/B] 13 (+1) [B]CHA[/B] 6 (-2) [B]Skills[/B]: Perception +5 [B]Damage Immunities[/B] fire, poison [B]Condition immunities [/B]charmed, exhaustion, poisoned [B]Senses[/B] Darkvison 60 ft., passive Perception 15 [B]Languages[/B] understands Giant but can't speak it [B]Challenge[/B] 3 (700 XP) [B][I]Keen Hearing and Smell.[/I][/B][I] [/I]The defender has advantage on Wisdom (Perception) checks that rely on hearing or smell. [B][I]Pack Tactics.[/I][/B] 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. [I][B]Vigilant[/B][/I]. The defender can’t be surprised. [U][B]Actions[/B][/U] [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. [B][I]Fire Breath (Recharge 5–6).[/I][/B] 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. [I][B]Repair (3/Day).[/B][/I] The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it. [U][B]Reaction[/B][/U] [I][B]Deflect Attack.[/B][/I] 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. [/QUOTE]
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