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: 8011641" data-attributes="member: 6801060"><p>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!</p><p></p><p>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.</p><p></p><p></p><p></p><p><u><strong>Frost Giant Cambion</strong></u></p><p></p><p>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.</p><p></p><p></p><p></p><p><u><strong>Frost Giant Cambion</strong></u></p><p><em>Huge fiend, neutral evil</em></p><p></p><p><strong>Armor Class</strong> 18 (Patchwork Armor)</p><p><strong>Hit Points</strong> 161 (14d12 + 70)</p><p><strong>Speed</strong> 40 ft. fly 60 ft.</p><p></p><p><strong>STR</strong> 23 (+6) <strong>DEX</strong> 9 (-1) <strong>CON</strong> 21 (+5) <strong>INT</strong> 12 (+1) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 16 (+3)</p><p></p><p><strong>Saving Throws</strong> STR +10, CON +9, WIS +4, CHA +7</p><p><strong>Skills</strong> Athletics +10, Intimidation +7, Perception +9</p><p><strong>Damage Immunities</strong> Cold</p><p><strong>Damage Resistances</strong> Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks</p><p><strong>Senses</strong> passive Perception 13</p><p><strong>Languages</strong> Abyssal, Giant</p><p><strong>Challenge</strong> 10 (5,900 XP)</p><p></p><p></p><p><strong><em>Fiendish Blessing.</em></strong> The AC of the cambion includes its Charisma bonus.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The cambion’s spellcasting ability is Charisma (spell save DC 15). The cambion can innately cast the following spells, requiring no material components:</p><p></p><p>3/day each: <em>alter self, command, detect magic</em></p><p>1/day: <em>plane shift</em> (self only)</p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><strong><em>Multiattack.</em></strong> The cambion makes two greataxe attacks.</p><p></p><p><strong><em>Greataxe.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 25 (3d12 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.</p><p></p><p><strong><em>Rock.</em></strong> <em>Ranged Weapon Attack:</em> +10 to hit, range 60/240 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) fire damage.</p><p></p><p></p><p></p><p><u><strong>Frost Giant War Chanter</strong></u></p><p></p><p>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.</p><p></p><p><em><strong>Boosters of Morale.</strong></em> 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.</p><p></p><p><em><strong>Keepers of Lore. </strong></em>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.</p><p></p><p></p><p><u><strong>Frost Giant War Chanter</strong></u></p><p><em>Huge giant, neutral evil</em></p><p></p><p><strong>Armor Class</strong> 18 (patchwork armor)</p><p><strong>Hit Points</strong> 184 (16d12 + 80)</p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>STR </strong>23 (+6) <strong>DEX </strong>14 (+2) <strong>CON </strong>21 (+5) <strong>INT</strong> 9 (-1) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 18 (+4)</p><p></p><p><strong>Saving Throws</strong> CON +8, WIS +3, CHA +8</p><p><strong>Skills</strong> Athletics +11, Intimidation +12, Perception +8, Performance +12, Persuasion +12</p><p><strong>Damage Immunities</strong> Cold</p><p><strong>Senses</strong> passive Perception 18</p><p><strong>Languages</strong> Giant</p><p><strong>Challenge</strong> 9 (5,000 XP)</p><p></p><p></p><p><strong><em>Combat Inspiration (4/Short Rest). </em></strong>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.</p><p></p><p><em><strong>Countercharm. </strong></em>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).</p><p></p><p><em><strong>Spellcasting.</strong></em> 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:</p><p></p><p>Cantrips (at will): <em>friends, mage hand, true strike, vicious mockery</em></p><p>1st level (4 slots): <em>dissonant whispers, healing word, Tasha's hideous laughter, thunderwave</em></p><p>2nd level (3 slots): <em>hold person, shatter, silence</em></p><p>3rd level (3 slots): <em>fear, hypnotic pattern, tongues</em></p><p>4th level (3 slots): <em>compulsion, confusion, freedom of movement</em></p><p>5th level (2 slots): <em>synaptic static</em></p><p></p><p></p><p><u><strong>Actions</strong></u></p><p></p><p><strong><em>Multiattack.</em></strong> The giant makes two greataxe attacks.</p><p></p><p><strong><em>Greataxe.</em></strong> <em>Melee Weapon Attack:</em> +10 to hit, reach 10 ft., one target. <em>Hit:</em> 25 (3d12 + 6) slashing damage.</p><p></p><p><strong><em>Rock.</em></strong> <em>Ranged Weapon Attack:</em> +10 to hit, range 60/240 ft., one target. <em>Hit:</em> 28 (4d10 + 6) bludgeoning damage.</p></blockquote><p></p>
[QUOTE="Demetrios1453, post: 8011641, member: 6801060"] 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. [U][B]Frost Giant Cambion[/B][/U] 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. [U][B]Frost Giant Cambion[/B][/U] [I]Huge fiend, neutral evil[/I] [B]Armor Class[/B] 18 (Patchwork Armor) [B]Hit Points[/B] 161 (14d12 + 70) [B]Speed[/B] 40 ft. fly 60 ft. [B]STR[/B] 23 (+6) [B]DEX[/B] 9 (-1) [B]CON[/B] 21 (+5) [B]INT[/B] 12 (+1) [B]WIS[/B] 10 (+0) [B]CHA[/B] 16 (+3) [B]Saving Throws[/B] STR +10, CON +9, WIS +4, CHA +7 [B]Skills[/B] Athletics +10, Intimidation +7, Perception +9 [B]Damage Immunities[/B] Cold [B]Damage Resistances[/B] Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Senses[/B] passive Perception 13 [B]Languages[/B] Abyssal, Giant [B]Challenge[/B] 10 (5,900 XP) [B][I]Fiendish Blessing.[/I][/B] The AC of the cambion includes its Charisma bonus. [B][I]Innate Spellcasting.[/I][/B] 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: [I]alter self, command, detect magic[/I] 1/day: [I]plane shift[/I] (self only) [U][B]Actions[/B][/U] [B][I]Multiattack.[/I][/B] The cambion makes two greataxe attacks. [B][I]Greataxe.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 25 (3d12 + 6) slashing damage plus 3 (1d6) cold damage and 3 (1d6) fire damage. [B][I]Rock.[/I][/B] [I]Ranged Weapon Attack:[/I] +10 to hit, range 60/240 ft., one target. [I]Hit:[/I] 28 (4d10 + 6) bludgeoning damage plus 3 (1d6) cold damage and 3 (1d6) fire damage. [U][B]Frost Giant War Chanter[/B][/U] 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. [I][B]Boosters of Morale.[/B][/I] 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. [I][B]Keepers of Lore. [/B][/I]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. [U][B]Frost Giant War Chanter[/B][/U] [I]Huge giant, neutral evil[/I] [B]Armor Class[/B] 18 (patchwork armor) [B]Hit Points[/B] 184 (16d12 + 80) [B]Speed[/B] 40 ft. [B]STR [/B]23 (+6) [B]DEX [/B]14 (+2) [B]CON [/B]21 (+5) [B]INT[/B] 9 (-1) [B]WIS[/B] 10 (+0) [B]CHA[/B] 18 (+4) [B]Saving Throws[/B] CON +8, WIS +3, CHA +8 [B]Skills[/B] Athletics +11, Intimidation +12, Perception +8, Performance +12, Persuasion +12 [B]Damage Immunities[/B] Cold [B]Senses[/B] passive Perception 18 [B]Languages[/B] Giant [B]Challenge[/B] 9 (5,000 XP) [B][I]Combat Inspiration (4/Short Rest). [/I][/B]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. [I][B]Countercharm. [/B][/I]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). [I][B]Spellcasting.[/B][/I] 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): [I]friends, mage hand, true strike, vicious mockery[/I] 1st level (4 slots): [I]dissonant whispers, healing word, Tasha's hideous laughter, thunderwave[/I] 2nd level (3 slots): [I]hold person, shatter, silence[/I] 3rd level (3 slots): [I]fear, hypnotic pattern, tongues[/I] 4th level (3 slots): [I]compulsion, confusion, freedom of movement[/I] 5th level (2 slots): [I]synaptic static[/I] [U][B]Actions[/B][/U] [B][I]Multiattack.[/I][/B] The giant makes two greataxe attacks. [B][I]Greataxe.[/I][/B] [I]Melee Weapon Attack:[/I] +10 to hit, reach 10 ft., one target. [I]Hit:[/I] 25 (3d12 + 6) slashing damage. [B][I]Rock.[/I][/B] [I]Ranged Weapon Attack:[/I] +10 to hit, range 60/240 ft., one target. [I]Hit:[/I] 28 (4d10 + 6) bludgeoning damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Giant Elites
Top