T a b l e O f Con t e n t s H i l l G i a n t s H i l l G i a n t H i l l G i a n t Av a l a n c h e r H i l l G i a n t C h e fS o u l H i l l G i a n t M a s t e r o f t h e Fe a s t S t o n e G i a n t s S t o n e G i a n t S t o n e G i a n t R u n e s i n g e r S t o n e G i a n t D r e a mw a l ke r S t o n e G i a n t T h a n e Fr o s t G i a n t s Fr o s t G i a n t Fr o s t G i a n t S k a l d Fr o s t G i a n t I c e S h a p e r Fr o s t G i a n t J a r l Fi r e G i a n t s F i r e G i a n t F i r e G i a n t F l a m e c a l l e r F i r e G i a n t D r e a d n o u g h t F i r e G i a n t L av a m a s t e r C l o u d G i a n t s C l o u d G i a n t C l o u d G i a n t S m i l i n g O n e C l o u d G i a n t S ky m a s o n C l o u d G i a n t L u m i n a r y S t o r m G i a n t s S t o r m G i a n t S t o r m G i a n t O r a c l e S t o r m G i a n t Q u i n t e s s e n t S t o r m G i a n t P a r a m o u n t A rt C r e d its Wa r c h i e f G i a n t b y S l aw o m i r M a n i a k G i a n t B a t t l e c o p y r i g h t W i z a r d s o f t h e C o a s t H i l l g i a n t s o n t h e o ffe n c e! b y Way n e Rey n o l d s A H i l l G i a n t b y C h r i s R a h n A H i l l G i a n t b y C h i p p y B u b b l i n g C a u l d r o n b y E r i c D e s c h a m p s T h e h i l l g i a n t c h i e f G u h b y C h r i s S e a m a n S t o n e g i a n t s v a n d a l i z i n g a g r av ey a r d, c o p y r i g h t W i z a r d s o f t h e C o a s t T h e S t o n e g i a n t, a p r i v a t e c r e a t u r e, b y M a r c o N e l o r A s t o n e g i a n t c a r v i n g a r u n e, c o p y r i g h t W i z a r d s o f t h e C o a s t A n a d v e n t u r e r fa c i n g t h e s t o n e g i a n t Xo r t a i n t h e M a d d g o t h's C a s t l e l e v e l o f U n d e r m o u n t a i n b y M a r c B e h m T h e s t o n e g i a n t T h a n e K ay a l i t h i c a, b y E r i c B e l i s l e S t o r v a l d, Fr o s t G i a n t J a r l, b y C a m p b e l l W h i t e A Fr o s t g i a n t w i t h a a x e, t h ey s e a m t o l i ke t h e m, b y J u s t i n S w e e t S v a r d b o r g, c o p y r i g h t W i z a r d s o f t h e C o a s t A d e p i c t i o n o f a fr o s t g i a n t fr o m A d v e n t u r e s i n t h e Fo r g o t t e n Re a l m s, b y M a t t S t e w a r t Ta a l gj o r d, Fr o s t G i a n t J a r l b y C h r i s R a h n F i r e G i a n t A s s a u l t c o p y r i g h t W i z a r d s o f t h e C o a s t A fi r e g i a n t, b y H o w a r d Ly o n E x t e n d e d c o v e r a r t fr o m P l ay e r's H a n d b o o k 5 t h e d i t i o n, by Tyler Jacobson Fire giant dreadnought, copyright Wizards of the Coast Duke Zalto and his hell hounds, by Chris Rahn A cloud giant, by Justin Sweet Cloud Castle, copyright Wizards of the Coast Cloud Giant Smiling One, copyright Wizards of the Coa s t H o l d o f t h e S t o r m G i a n t s, c o p y r i g h t W i z a r d s o f t h e C o a s t T h e s o l i t a r y a n d w i s e S t o r m g i a n t, b y J e a n - P a u l B a l m e t P a d d l i n g o v e r a s t o r m g i a n t, c o p y r i g h t W i z a r d s o f t h e C o a s t S t o r m g i a n t q u i n t e s s e n t, c o p y r i g h t W i z a r d s o f t h e C o a s t T h e s t o r m g i a n t K i n g H e k a t o n, b y Ty l e r J a ko b s o n H a l l o f S t o r m G i a n t s, b y J o h a n n e s Vo s s
C Hill Giants reatures of pure hedonic bliss, a hill giant's role in the great ordning is to enjoy the fruits of their greater kin's labors, to live joyful lives unburdened by divine mandate. While in demihuman societies the rights of the leisure classes are typically derived from political dominance, among giants the hill-dwellers are looked upon with a fond sort of pity, cursed to serve only their own purposes, rather than those of the gods. Hill Giant Social Encounters A clan of hill giants has slain a green dragon, and is looking for exotic and unusual seasonings to prepare it with for a feast. This news has attracted merchants and grifters from far and wide, looking to take advantage of the giants' loose understanding of minted currency. The giants, for their part, are wary of such deceit and in search of an interpreter who can help them spot these ruses. A hill giant feast day is approaching, and livestock from the local village have been disappearing in droves. This itself is not unusual, and considered part of the cost of doing business in these territories, but it has been discovered that one of the sheep taken was actually a famous wizard who had polymorphed himself for reasons known only to him. No one is terribly worried about the wizard being eaten, but there might be a boon in the offing for someone who rescues him. A hill giant master chef, exiled from his clan for the excessive handsomeness bestowed upon him by his recent culinary discoveries, is seeking funding to build an inn for traveling giants and giantkin on the outskirts of a local city. The local governor wants to avoid the presence of giants without open conflict and is imposing unreasonable requirements and restrictions on the project, which is further complicated by a mischievous fey who wants his apples back. Hill Giant Lore Arcana DC 15: Though runecrafting does not come easily to hill giants, some pursue mastery of it nevertheless, gaining the power to move earth and stone as though it were water. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. History DC 15: Though hill giants typically carry sacks of good throwing rocks if they expect conflict, they prefer to throw whatever comes to hand in their environment, due to their tendancy to develop strong attachments to their throwing rocks, often naming each individually and telling stories featuring the rocks as characters. Religion DC 10: Hill giants mandate in the great ordning is to serve their own appetites, pursuing epicurean novelty and delight. Those with the broadest experience and most refined palettes are considered repositories of divine wisdom. Hill Giant Tactics Hill giants will often rush into conflicts they know they cannot win to avoid appearing cowardly, especially while in a group, but will swiftly find a reason to claim victory and retreat or surrender and ask for mercy if the fight turns against them. In combat, hill giants usually prefer to take the high ground and fling rocks down hills or bluffs, often competing to see who can hit the farthest or smallest target. Once enemies close to melee range, they use their tree trunks to herd foes together before using their Brutal Shove, preferentially targeting creatures that fall prone to avoid the shove. Designer's Note. If you use miniatures and terrain, be sure to place rocks and trees for your giants to throw and wield, and cover for your PCs to dart between as they approach. Players universally love that kind of thing. Here is a guide for making very cheap miniature trees, and you can use large pieces of gravel for your boulders. Also, note that "rock" is a loose stand in for any big thing that a giant can throw. "Rocks" can be creatures, furniture, vehicles, small structures, etc.
Hill Giant Huge giant, chaotic neutral Armor Class 13 (Natural Armor) Hit Points 105 (10d12 + 40) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2) Skills Athletics +8, Perception +2 Damage Resistances Attacks made without advantage Senses Passive Perception 12 Languages Giant, Jotunhaug Challenge 5 (1,800 XP) Easily Confused. While at least three hostile creatures are within 5 feet of the giant, all attacks against it are made at advantage. While at least two creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks made to detect deception. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The hill giant makes two tree trunk attacks. It may replace one tree trunk attack with a use of its brutal shove ability. Tree Trunk. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage and be pushed 5 feet away. Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage. Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 5) bludgeoning damage. Body Slam. The Hill Giant expends all of its remaining movement and throws itself prone in a 15 foot square centered on a point within 25 ft. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be knocked prone, or take half as much damage on a success. A creature that is climbing on the giant has disadvantage on the saving throw. A creature that succeeds may use its reaction to move up to ten feet, taking no damage if it ends this movement outside the affected area. Brutal Shove (Recharge 5-6). Up to two creatures within 10 feet of the giant and within 15 feet of each other must succeed on a DC 16 Strength saving throw or take 20 (3d12) bludgeoning damage and be pushed 10 feet away. A creature may fall prone as a reaction to gain advantage on this save. Reactions Kick Away. As a reaction to a creature ending its movement within 5 feet of the giant, the giant forces it to succeed on a DC 16 Strength saving throw or be knocked prone, pushed 10 feet away, and lose concentration if it was holding it.
Hill Giant Avalancher Tactics Avalanchers are usually found leading hunting parties of giants, and are usually willing to share their rocks, though interpersonal conflicts can make them feel less magnanimous, even in life-or-death conflicts. Avalanchers use their Earthen Wave to keep enemies at range so they and their allies can continue throwing rocks at them. If on a slope that might precipitate an avalanche, they will open with their runecut stomp, otherwise saving it for when they can catch at least three enemies in its area. Hill Giant Avalancher Huge giant, chaotic neutral Armor Class 13 (Natural Armor) Hit Points 115 (11d12 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 19 (+4) 6 (-2) 9 (-1) 6 (-2) Skills Athletics +8, Perception +2 Damage Resistances Attacks made without advantage Senses Passive Perception 12 Languages Giant, Jotunhaug Challenge 6 (2,300 XP) Easily Confused. While at least three hostile creatures are within 5 feet of the giant, all attacks against it are made at advantage. While at least two creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks made to detect deception. Rock-Sack. The giant carries a sack with twelve good throwing rocks in it. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The hill giant makes two attacks with its earthen wave. Earthen Wave. Melee Spell Attack: +7 to hit, reach 20 ft., one target. Hit: 21 (4d10) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 ft. away. Rock. Melee or Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 5) bludgeoning damage. Each other creature within 5 feet of the target must succeed on a DC 16 Dexterity saving throw or take half the attack's damage. Runecut Stomp (Recharge 5-6). The hill giant stomps a rune into the earth, sending the earth churning in a 30 ft. cone. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and fall prone, or half as much damage on a success. The area becomes difficult terrain. At DM discretion, this ability may cause an avalanche, in which case its damage is maximized and creatures that fail the save are additionally blinded and restrained (escape DC 15) as they are buried alive by loose material. Reactions Kick Away. As a reaction to a creature ending its movement within 5 feet of the giant, the giant forces it to succeed on a DC 16 Strength saving throw or be knocked prone, pushed 10 feet away, and lose concentration if it was holding it.
Hill Giant Chef Soul Tactics Once battle is joined, chef-soul drops its cauldron as part of their movement, then goes about snatching creatures to hurl in, preferentially targeting those of exotic races/species. If a creature doesn't provoke the chef-soul's reaction, it can always just schlep them back and drop them in. It usually tries for a Sample Bite before tossing a creature in, and will switch to its hog splitter if it has a creature grappled that it has already tasted. Encounters CR 18 Encounter 8,300 XP 1 Hill Giant Chef-Soul (CR 8) 1 Hill Giant Avalancher (CR 6) 3 Ogres (CR 3) Hill Giant Chef-Soul Huge giant, chaotic neutral Armor Class 14 (Natural Armor) Hit Points 138 (12d12 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 21 (+5) 11 (+0) 20 (+5) 13 (+1) 9 (-1) 6 (-2) Saving Throws STR +8, CON +8 Skills Athletics +8, Perception +2 Damage Resistances Attacks made without advantage Senses Passive Perception 12 Languages Common, Giant, Jotunhaug Challenge 8 (3,900 XP) Easily Confused. While at least three hostile creatures are within 5 feet of the giant, all attacks against it are made at advantage. While at least two creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks made to detect deception. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 16 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Runescribed Cauldron. The giant carries a 15 ft. across magic cauldron that can fill with water and heat on command. A creature that enters the caudron for the first time on a turn or starts its turn there takes 11 (2d10) fire damage. A creature may exit the cauldron by spending half its movement, landing prone in an unoccupied adjcacent space of its choice. Actions Multiattack. The hill giant makes two melee attacks, up to one of which may be with its sample bite. Sample Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one grappled target. Hit: 16 (2d10 + 5) piercing damage and the giant has advantage on saving throws against spells cast by the creature until the beginning of the giant's next turn. Hog Splitter. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage and the target is pushed 5 feet away. A creature killed by this weapon is split in half. Snatch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16). Reactions Kick Away. As a reaction to a creature ending its movement within 5 feet of the giant, the giant forces it to succeed on a DC 16 Dexterity saving throw or be knocked prone, pushed 10 feet away, and lose concentration if it was holding it. Into the Cauldron! As a reaction to being hit with an attack by a grappled creature while within 30 ft. of its cauldron, the hill giant tosses the creature. The creature must make a DC 16 Dexterity saving throw, falling into the cauldron on a failed save or taking 10 (3d6) bludgeoning damage on a successful one.
Hill Giant Master of the Feast Tactics In the early stages of a fight, the master of the feast declines to join in, yelling words of encouragement while giving the impression of harmless immobility. If the PCs get within 30 ft. of it, however, it makes an Earthshaking Charge, heedless of its allies, and immediately snatches them. If it has two or more creatures in its mouth it always uses its Savor, otherwise preferring its Dwarf-Driver Club, especially if there are Small creatures to hit with it. Encounters CR 25 Encounter 17,000 XP 1 Hill Giant Master of the Feast (CR 10) 5 Hill Giants (CR 5) 4 Ogres (CR 2) 6 Goblins (CR 1/4) Hill Giant Master of the Feast Gargantuan giant, chaotic neutral Armor Class 14 (Natural Armor) Hit Points 200 (16d12 + 96) Speed 0 ft. STR DEX CON INT WIS CHA 23 (+6) 3 (-4) 22 (+6) 8 (-1) 12 (+1) 13 (+1) Saving Throws STR +10, CON +10 Skills Athletics +10, Perception +5, Persuasion +5 Damage Resistances Attacks made without advantage Senses Passive Perception 15 Languages Goblin, Giant, Jotunhaug Challenge 10 (5,900 XP) Easily Confused. While at least three hostile creatures are within 5 feet of the giant, all attacks against it are made at advantage. While at least two creatures are speaking to the giant, it has disadvantage on Wisdom (Insight) checks made to detect deception. Gargantuan Stature. A creature adjacent to the giant may spend its full movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Ordning of Plenty. When initiative is rolled, each friendly giant within 60 ft. gains 11 (2d10) temporary hit points. While a giant has these temporary hit points, it has immunity to poison and to being frightened, and makes Wisdom saving throws at advantage. Actions Dwarf-Driver Club. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be pushed 20 ft. away, or half as far on a success. Snatch. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage. Savor. The giant slowly chews. Each creature in its mouth must succeed on a DC 18 Dexterity saving throw or take 35 (10d6) bludgeoning damage, or half as much on a success. Call to the Feast (Recharge 5-6). Up to four hill giants within 60 ft. may each use their reaction to make a bite attack using the Master of the Feast's attack bonus, dealing 14 (2d8 + 5) piercing damage on a hit. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Snatch. The giant makes a snatch attack. Stuff. One Large or smaller creature grappled by the giant must succeed on a DC 18 Strength saving throw or be stuffed into the hill giant's mouth and restrained (escape DC 18). Earthshaker Charge (Costs 2 Actions). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Gargantuan. Each creature within 30 ft. of where it begins or ends this movement must succeed on a DC 18 Dexterity saving throw or be knocked prone. A creature whose space the giant passes through has disadvantage on this saving throw.
S Stone Giants tone is not dead. It lives and breathes, grows and learns and changes. To those who know its language, who study its subtleties, the stones sing of all they have witnessed in eras long past, sharing freely of their wisdom and perspective. The creatures that live and thrive and wither and die, scuttling across the surface like so much wind know nothing of the stone, however. They haven't the patience to listen, nor the knowledge to speak, nor the wisdom to remain silent, so they live their pitiable, myopic lives devoid of meaning or puprpose, incapable of grasping any truth but that which violence and deprivation teaches. Stone Giant Social Encounters A township has been quarrying stone to build a dam, but each night progress on the dam is undone and the quarry fills back in, smooth and unmarred as though it had never been excavated. A clan of stone giants has been undoing the work with the attitude of an increasingly exasperated parent putting its childs toys away, and is considering just letting the town unleash the sealed horror contained beneath to teach them a lesson about remembering where you put things like that. A local lord and his retinue have run afoul of a wandering dreamwalker and been conscripted as its unwilling and unwelcome traveling companions. His daughter has dutifully offered a ransom to any who can rescue him, but has made it known through private channels that a yet greater reward might be available for a valiantly failed rescue attempt that tragically only manages to release the lord's servants from bondage. A hall of ancient columnar basalt located deep in the underdark has long been something of a destination for wizards seeking the proper atmosphere to perform great works of ritual magic. Recently however, it seems a stone giant defaced the permanent teleportation circle there, and a cabal of wizards is seeking compensation for its loss. Stone Giant Lore Arcana DC 10: Stone giant knucklebones can fetch 15 gp apiece on the open market, due to their enormous utility as enchanting reagents. Arcana DC 15: Nearly all stone giants have some innate talent for runecrafting, granting them an incredible mastery over stone in all of its forms. Some even appear to have expanded this repertoire by learning to mimic properties of stone in creatures to the point that their flesh will accept certain runes, or gaining the ability to swim through stone as through it were water. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. History DC 15: Though they suffer the effects of old age and infirmity, no stone giant is yet known to have died of old age, perhaps in part due to the intense air of secrecy and reticence with which stone giants approach the topic of death. Nature DC 10: Stone giants typically reside in ancient caverns meticulously carved of igneous rock, deep within the veins of the earth, though they may venture into the chaotic and discomfiting world of sedimentary caves closer to the surface if they have reason to do so. Nature DC 15: The surface world is considered incomprehensible to most stone giants, too chaotic to retain any sense of purpose or history, and is ventured into only in dire necessity. Stone giants forced to remain on the surface for extended periods, either through exile or other misfortune, often go entirely mad, their innate magics perverted to reflect the absurd dreamscape they find themselves trapped in. Religion DC 10: Stone giants are mandated by the ordning to reveal and reflect upon the beauty of the natural world, and to be voices of temperance against the blinding speed and incaution with which shorter lived beings conduct their fleeting lives.
Stone Giant Tactics Stone giants take the high ground if possible, using their rolling rock whenever they can catch two or more foes with it, or hurling rocks otherwise. When joining a melee, they try to surround and herd enemies together to maximize the damage they can do with their Sweeping Club. They normally pay no mind to creatures climbing on them, relying on their reaction to keep the creatures from doing too much damage, but will prioritize attacking creatures climbing on allied giants. Bones of the Earth. The knuckle bones of a stone giant are a foundational component in the production of many strength-enhancing magical items, leading many unscrupulous enchanters to seek out stone giant burial sites to covertly plunder. For this reason, many stone giant clans leave grave sites unmarked, keeping detailed maps encoded in cave art to mark out places of offering and veneration. Stone Giant Huge giant, chaotic neutral Armor Class 17 (Natural Armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 10 (+0) 15 (+2) 9 (-1) Saving Throws DEX +5, CON +8, WIS +5 Skills Athletics +9, Perception +5 Damage Resistances Attacks made without advantage Senses Darkvision 60 ft., Passive Perception 15 Languages Giant, Jotunstein Challenge 7 (2,900 XP) Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone Shaper. The giant can scoop and mold solid earth and stone with its hands as though it were soft clay. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The stone giant makes two attacks with its sculpted greatclub, one of which it may replace with a use of its sweeping club ability. Sculpted Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and the creature is pushed 5 feet away. Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage. Hurl Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone. Rolling Rock. Each creature in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone, or take half as much damage on a success. Sweeping Club (Recharge 5-6). Each creature in a 15 foot cone must make a DC 17 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be pushed 10 feet away. A creature may fall prone as a reaction to gain advantage on this saving throw. Reactions Fling Pest. As a reaction to being attacked by a creature that is climbing on it, the giant may force the creature to succeed on a DC 17 Strength saving throw or be hurled 20 feet away, take 14 (2d6) bludgeoning damage and fall prone.
Stone Giant Runesinger Tactics The runesinger prefers to attack at range with its quakestones, though if locked into melee will happily switch to its war-chisel. If a creature (such as a raging, reckless barbarian) that poses a serious melee threat to the runesinger closes the distance to it, it uses its rune of grasping stone and retreats, heedless of attacks of opportunity. If a creature cannot easily gain advantage against it, the runesinger instead first uses its Rune of Thundering Echo if supported by other giant allies, or its Rune of Stony Sleep if not. Stone Giant Dreamwalker Tactics Dreamwalkers ordinarily drift through combat aimlessly, fighting for as long as foes impede its passage and continuing on its way otherwise. If truly angered, they attempt to grasp, then sculpt, then absorb the offending creature before continuing on. Stone Giant Runesinger Huge giant, chaotic neutral Armor Class 17 (Natural Armor) Hit Points 138 (12d12 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 15 (+2) 19 (+4) 11 (+0) Saving Throws DEX +5, CON +8, WIS +5 Skills Arcana +5, Athletics +9, Perception +5 Damage Resistances Attacks made without advantage Senses Darkvision 60 ft., Passive Perception 15 Languages Giant, Jotunstein Challenge 8 (3,900 XP) Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone Shaper. The giant can scoop and mold solid earth and stone with its hands as though it were soft clay. Runesong. Over the course of an hour, the giant can sculpt a natural cavern to channel wind into beautiful and haunting melodies. Stone giants in the cavern have advantage on Intelligence, Wisdom, and Charisma saving throws. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The stone giant makes two attacks with its Launch Quakestone. Enruned War-Chisel. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing plus 22 (4d10) force damage and the target must succeed on a DC 16 Charisma saving throw or have a rune inscribed upon its flesh, imposing one of the following effects. The creature may repeat this saving throw whenever it receives magical healing, ending the effect on a success. Until the creature receives magical healing, it suffers one of the following effects of the giant's choice. Rune of Stony Sleep. Whenever the creature regains hit points, it turns partially to stone and is restrained until the end of its next turn. While asleep, the creature appears to be petrified, and wakes only if a creature takes an action to wake it. Rune of Thundering Echo. Whenever the creature takes bludgeoning damage, it and each other creature within 5 ft. of it takes 11 (2d10) thunder damage. Rune of Grasping Stone. The creature treats surfaces of solid stone as difficult terrain, as hands continuously reach from the stone to slow its passage. Launch Quakestone. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. On a hit or miss, each creature within 15 ft. of the target must succeed on a DC 17 Strength saving throw or be knocked prone. Reactions Grounding Stance. As a reaction to taking 20 or more damage from a single source, the giant forces each Large or smaller creature within 30 ft. to succeed on a DC 17 Strength saving throw or be knocked prone.
Dreams Made Real. The effects of the Dreamwalker's Fugue are persistant and remain in the dreamwalker's wake unless otherwise noted. Stone Giant Dreamwalker Huge giant, chaotic neutral Armor Class 17 (Natural Armor) Hit Points 161 (14d12 + 70) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 10 (+0) 8 (-1) 12 (+1) Saving Throws DEX +6, CON +9, WIS +3 Skills Athletics +14, Perception +3 Damage Resistances Attacks made without advantage Condition Immunities Charmed, Frightened Senses Darkvision 60 ft., Passive Perception 13 Languages Common, Giant, Jotunstein Challenge 10 (5,900 XP) Dreamwalker's Fugue. A creature that starts its turn within 30 ft. of the dreamwalker perceives its reality as though in a dream, and must succeed on a DC 17 Wisdom saving throw or suffer one of the following effects at random. A creature that failed at least one of these saves retains no memory of events that transpired while in the affected area. Frightening Apparition. The earth boils, twisted faces and grasping hands surfacing and crying out before turning to stone. The creature is Frightened until the beginning of its next turn. Incomprehensible Babbling. The creature babbles incoherently and cannot speak or perform the verbal components of spells until the beginning of its next turn. Endless Loops. The creature must perform the same action this turn that it did on its previous turn. If it cannot, the creature teleports 40 ft. into the air and immediately falls. Change Unending. Colors and textures blur and run together, flowing like oil before rapidly sharpening into new focus. The area in a 10 ft. radius around the creature becomes difficult terrain. Stone Shaper. The giant can scoop and mold solid earth and stone with its hands as though it were soft clay. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The stone giant makes two attacks with its surreality grasp, one of which it may replace with a use of its absorb dreamer ability, if available.. Surreality Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning plus 16 (3d10) psychic damage and the creature is grappled (escape DC 18). While grappled, a creature's flesh takes on the appearance of stone. Sculpt Creature. The dreamwalker sculpts a grappled creature like clay, imposing a new artistic form onto it. The creature must succeed on a DC 17 Wisdom saving throw or take 66 (12d10) psychic damage and be restrained until it leaves the area of the dreamwalker's fugue. Absorb Dreamer. One grappled creature affected by the giant's sculpt creature ability must succeed on a DC 17 Wisdom saving throw or be Paralyzed and paratially absorbed into the giant's body until the giant dies or releases it. The creature can still perceive and speak. Reactions Across the Veil. As a reaction to being targeted by a ranged attack or harmful spell from outside the area of its dreamwalker's fugue, the giant turns the attack or spell into a shower of petals or a splash of water as it enters the area.
Stone Giant Thane Tactics The thane uses its moment of stopped time to assess which creatures pose the greatest threats, to seal off passages, open pits, to weaken rock formations that can later be toppled, and finally uses its earth glide ability to sink into the ground and burrow towards an advantageous position. If its enemies are clustered together, the thane pops in and out of the stone, hurling rocks scooped up with its stone shaper ability and retreating back in. If its foes are dispersed, it uses its Stillness of Stone ability on the most threatening spellcaster and tries to grab another with its Crushing Grasp, following with its Living Burial on the next turn. It uses Fling Pest whenever a melee threat climing on it deals 20 or more damage in a turn, otherwise ignoring them and focusing on enemy spellcasters. Stone Giant Thane Huge giant, chaotic neutral Armor Class 17 (Natural Armor) Hit Points 161 (14d12 + 70) Speed 40 ft., burrow 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 16 (+3) 20 (+5) 21 (+5) Saving Throws DEX +6, CON +9, WIS +9 Skills Athletics +10, History +11, Perception +9 Damage Resistances Attacks made without advantage Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 19 Languages Giant, Jotunstein Challenge 10 (5,900 XP) Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Stone Shaper. The giant can scoop and mold solid earth and stone with its hands as though it were soft clay. Earth Glide. The giant can burrow through nonmagical, unworked earth and stone. While doing so, the giant doesn't disturb the material it moves through. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Ordning of Artistry. When initiative is rolled, time stops for each creature other than the giant. The giant may take three turns to inspect its surroundings and use its stone shaper ability to alter them. This effect ends early if the giant interacts with another creature in any way. Actions Multiattack. The giant makes two attacks with its crushing grasp, one of which it may replace with its stillness of stone ability, if available. Crushing Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the creature is grappled (escape DC 18). While grappled in this way, a creature takes 9 (2d8) bludgeoning damage at the beginning of each of its turns. Hurl Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone. Living Burial. The giant scoops out a hollow in the earth and attempts to seal a creature in it. One grappled creature must succeed on a DC 17 Strength saving throw or be Blinded, restrained, and unable to breathe, sealed in a shallow grave of solid stone. The stone covering the creature is an object and can be destroyed (AC 20; HP 30; Immunity to Poison and Psychic damage) Stillness of Stone (Recharge 5-6, Concentration). Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (6d10) thunder damage and the target must succeed on a DC 17 Constitution saving throw or be petrified. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Fling Pest. The giant forces one creature that is climbing on it to succeed on a DC 18 Strength saving throw or be hurled 20 feet away, take 14 (2d6) bludgeoning damage and fall prone. Shelter of Stone. If no creatures are currently climbing on it, the giant moves up to half its burrow speed. Seal Wounds (Costs 2 Actions). The stone giant seals its wounds with stone, gaining 22 (4d10) temporary hit points.
T Frost Giants here is a deep truth of the world known to those that walk the frozen wastes; ownership is nothing more than what you can take, and what you can keep others from taking. Deprivation looms always, and frost giants ensure that such evils fall always on the heads of others, as the great ordning entitles them to. Frost Giant Social Encounters A frost giant jarl is crippled by chronic illness, and wishes for one of his children to kill him and take his place and spare him an ignoble death. To gain the right to do so from the clan, however, one of the scions must defeat the others in a flyting competition, exchanging a series of rhyming insults and boasts before the whole clan. None of them are particularly adept with words, however, and if no clear winner can be selected the clan may fracture. Impressed by the strength of the party, a hostile frost giant asks for quarter and invites them back to the clan's trelleborg (ring fortress) to share a meal and wrestle his grandmother, the Jarlkona, who has pledged a boon to any who can defeat her that has lain unclaimed for decades. In an ancient ruin, the party discovers a runestone describing a recipe for the Mead of Poetry, a lost secret of frost giant brewmasters. Many would kill for it, or to keep it out of the hands of their rivals. Frost Giant Lore Arcana DC 10: Frost giant runecrafters are capable of raising great fortifications of ice and snow, though such constructions are exceedingly temporary, especially when introduced to fire. Arcana DC 15: Among the most dangerous of frost giants are their skalds, who incite their fellows to ever greater feats of brutality. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. History DC 15: Frost giants respect individual combat prowess and mastery of improvised poetry, boasts, and insults above all else, even when such traits present in nongiantkin. History DC 20: By ancient tradition, a bheur hag passing through the territory of a frost giant is always accorded the utmost respect, honored with days of feasting. Provisioning such a visit is often the cause of frost giant raids on local settlements, as satisfying a hag's voracious appetites is no small task. Nature DC 10: Frost giant often attack under the cover of foul weather, with many claiming that their runecrafters are able to conjure such blizzards, though others assert that they simply follow them. Religion DC 15: The art of wrestling holds a special religious significance in frost giant society and is even occasionally used as a form of divination, with combatants standing in for proposed truths in metaphorical argument. Frost Giant Tactics A frost giant encountered alone will use its cleaving sweep only when it can catch three or more opponents in its swing, but in a group will often begin combat with it, baiting the party into falling prone to grant its allies advantage on their attacks. Frost giants largely ignore creatures climbing on them, trusting to their icy retort to protect them, but in groups will prioritize making attacks against creatures crawling on other giants. Frost Giant Skald Tactics A skald openes with its Recite Refrain, then uses its Compose Verse whenever available, even if it can only target a single ally, switching back to its Recite Refrain whenever it can target at least three allies. It uses its reach to skirmish, avoiding getting locked into melee if it can. Once it uses its frosthunder sounding, it stays near the ice spikes so it can lure enemies nearby and knock them into the spikes with its warhorn. Alternately, it may grapple a creature and use its movement to drag them back and forth across the ice spikes. Frost Giant Ice Shaper Tactics The ice shaper begins combat with its wall of ice, giving its allies cover to close the distance and leap over, then uses its Armor of Frost, re-upping whenever available as long as melee threats remain. It prefers to remain at range, but switches to its greathammer if locked in melee, or if there is a creature affected by its Bitter Retort that it can go after.
Frost Giant Huge giant, neutral evil Armor Class 15 (Patchwork Armor) Hit Points 138 (12d12 + 60) Speed 40ft. STR DEX CON INT WIS CHA 23 (+6) 9 (-1) 21 (+5) 9 (-1) 10 (+0) 12 (+1) Saving Throws CON +8, WIS +3, CHA +4 Skills Athletics +12, Perception +3 Damage Resistances Attacks made without advantage Damage Immunities Cold Senses Passive Perception 13 Languages Giant, Jotunise Challenge 8 (3,900 XP) Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The frost giant makes two attacks with its icy greataxe or its handaxes. Icy Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) cold damage and the target is pushed 10 feet away. Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage. Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 20 (4d6 + 6) slashing damage. Cleaving Sweep. Each creature in a 15 foot radius that isn't climbing on the giant must make a DC 17 Dexterity saving throw or take 26 (4d12) slashing damage and be pushed 10 feet away. A creature may fall prone as a reaction to gain advantage on this save. Reactions Icy Retort. As a reaction to being attacked by a creature within 15 feet of it, the frost giant may force the attacker to make a DC 12 Constitution saving throw. On a failed save, the attacker gains 10 (3d6) temporary hit points that last for one minute. While a creature has these temporary hit points, it is restrained and has vulnerability to fire damage.
Frost Giant Skald Huge giant, neutral evil Armor Class 17 (Runescribed Armor) Hit Points 161 (14d12 + 70) Speed 40ft. STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 21 (+5) 15 (+2) 13 (+1) 18 (+4) Saving Throws CON +9, WIS +5, CHA +8 Skills Athletics +10, Perception +5 Damage Resistances Attacks made without advantage Damage Immunities Cold Senses Passive Perception 15 Languages Common, Giant, Jotunise Challenge 10 (5,900 XP) Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Inspiring Prowess. Whenever the giant reduces a creature to 0 hit points with an attack, each creature within 30 ft. makes attacks at advantage until the end of the giant's next turn. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The giant makes two attacks with its twisted ivory warhorn, one of which it may replace with a use of its compose verse ability. Twisted Ivory Warhorn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) budgeoning damage and the target is pushed 5 ft. away. Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage. Compose Verse. The frost giant declaims a verse of battle-poetry. Up to two friendly frost giants within 30 ft. that can hear it may use their reaction to make a melee attack. Recite Refrain (Recharge 5-6). Each creature that understands Jotunise and can hear the giant within 30 ft. gains 10 temporary hit points. While a creature has these temporary hit points, its attacks score a critical on a 19-20. Reactions Frosthunder Sounding (1/Day). As a reaction to being reduced below 81 hit points, the giant sounds its warhorn, releasing a blast of sound and cold in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much damage on a successful one. The ground in the area sprouts icy spikes, becoming difficult terrain for the next minute. When a Large or smaller creature moves into or within the area, it takes 5 (2d4) piercing damage for every 5 feet it travels.
Frost Giant Ice Shaper Huge giant, neutral evil Armor Class 18 (Chain Mail, Shield) Hit Points 184 (16d12 + 80) Speed 40ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 11 (+0) 18 (+4) 12 (+1) Saving Throws CON +9, WIS +8, CHA +5 Skills Athletics +14, Perception +8 Damage Resistances Attacks made without advantage Damage Immunities Cold Senses Passive Perception 18 Languages Giant, Jotunise Challenge 12 (8,400 XP) Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The frost giant makes two attacks with its frostshatter greathammer. Frostshatter Greathammer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) cold damage and the target is pushed 10 feet away. On a critical hit, the creature is instead pushed 30 feet away and knocked prone. Each other creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take half the attack's damage. Icy Bolt. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 49 (10d8 + 4) cold damage and the target's speed is halved until the end of the frost giant's next turn. Armor of Frost (Recharge 5-6, 5th level spell). The giant gains 25 temporary HP. While the giant has these temporary hit points, it has vulnerability to fire damage and a creature within 5 ft. that hits the giant with a melee attack takes 25 cold damage. Wall of Ice (1/Day, 6th level spell). The giant creates up to 10 contiguous panels of ice within 120 feet, each of which is 10 feet tall, 10 feet wide, and 1 foot thick. Each panel has AC 12, 30 hit points, and vulnerability to fire damage. Reactions Bitter Retort. As a reaction to being attacked by a creature within 15 feet of it, the frost giant may force the attacker to make a DC 17 Constitution saving throws. On a failed save, the attacker gains 10 (3d6) temporary hit points that last for one minute. While a creature has these temporary hit points, it is Paralyzed and has vulnerability to fire damage.
Frost Giant Jarl Tactics At the beginning of combat, the jarl scatters its forces in a fan towards the enemies it can see, then when it reaches the enemy lines uses its Freezing Fog Breath, heedless of any allied creatures that may be caught in it. Once in the foge, it uses its Eyes of the Storm, first to clear its own vision, then that of its allies. It alternates between its story-axe and its Pillar of Ice to trap an enemy at the pillar's peak. If an enemy seems content to make ranged attacks from the pillar, the jarl hurls an iceberg, hopefully shattering the pillar and knocking the creature off. Icebergs and Pillars. As written, the iceberg's AoE only affects creatures, because it takes a lot of words to include objects in an AoE in 5e D&D, for a not-really-comensurate gameplay benefit. Applying "common sense" to D&D rules can produce unfair-feeling rulings when they violate rules-based expectations, but sometimes you should do it anyways because the value to your game outweighs the cost. Just keep at the forefront of your mind "How will this feel from the player end of things?" Frost Giant Jarl Huge giant, neutral evil Armor Class 17 (Runescar Armor) Hit Points 184 (16d12 + 80) Speed 40ft. STR DEX CON INT WIS CHA 25 (+7) 11 (+0) 21 (+5) 15 (+2) 15 (+2) 19 (+4) Saving Throws CON +10, WIS +7, CHA +9 Skills Athletics +17, Perception +7 Damage Resistances Attacks made without advantage Damage Immunities Cold Senses Passive Perception 17 Languages Giant, Jotunise Challenge 16 (15,000 XP) Ice Walk. The giant can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement. Ice Slick Aura. A creature that begins its movement on the ground within 30 ft. of the frost giant must succeed on a DC 18 Dexterity (Acrobatics) check or continue moving in a straight line until it runs out of movement, collides with a solid object, or leaves the aura. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Battleready Ordning. When initiative is rolled, the jarl and each friendly giant within 60 ft. may move up to its speed. Actions Multiattack. The frost giant makes two attacks with its runebearded story-axe, one of which it may replace with a use of its pillar of ice. Runebearded Story-Axe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) cold damage and the target is pushed 10 feet away. On a critical hit, the creature's name is inscribed on the axe, and future attacks made against the creature with this weapon are made at advantage. Each other creature within 5 feet of the target must succeed on a DC 20 Dexterity saving throw or take half the attack's damage. Hurl Iceberg. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning plus 27 (6d8) cold damage and the target is knocked prone. Each other creature within 10 feet of the target must succeed on a DC 20 Dexterity saving throw or take half the attack's damage. Pillar of Ice. The Jarl raises a 20 ft. high, 10 ft. across pillar of ice from a point it can see within 60 ft. A creature in the pillar's space when it appears must succeed on a DC 17 Dexterity saving throw or take 36 (8d8) cold damage and be lifted by the pillar. The pillar has AC 12, 30 hit points, and vulnerability to fire damage. Freezing Fog Breath (Recharge 5-6). The giant exhales a gout of freezing fog in a 20-foot radius centered on itself. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. The area becomes heavily obscured for the next minute, or until cleared away by a strong wind. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Grip of Winter. Swirling ice and snow descends in a 10 ft. radius centered on a point within 60 ft. for the next minute. A creature that starts its turn in the area or enters it for the first time on a turn takes 5 (1d10) cold damage and has its movement reduced by half. Eyes of the Storm. The giant or one friendly creature within 30 ft. that it can see gains the ability to see unimpeded through fog and snow until the end of its next turn. Sliding Cleave. If the giant is not prone, it falls prone, slides 30 ft., and makes a melee attack. Large or smaller creatures in its path are pushed into the nearest unoccupied space.
T Fire Giants he lords of flame do not suffer weakness or cowardice. In their strongholds built around rivers of magma they forge themselves and their iron, crafting works of great mechanical intricacy and strength and preparing themselves for battle. This is often not a pragmatic excercise, however, but one of worship, as it is their place in the great ordning to emulate the martial prowess and exquisite craftsmanship of their earliest forebears. Fire Giant Social Encounters The phoenix that lairs in a local volcano has been afflicted with some grave illness from which it cannot recover, and the giants that rely on its dreaming to roil the magma worry that its absence would cool the stone. The giants themselves are too large to navigate the network of magma tunnels that lead to its lair, but their runecrafters could ward a smaller creature against the heat and fume. Fire giants often dance at the banks of a magma river, an ecstatic offering to the fires of the earth itself. Those who join the dance might earn respect (or derision) for their performance, but would have to contend with heat exhaustion and dreadful halucinations due to the toxic fumes. The exotic alloys produced by fire giant metalurgists often require rare ingredients difficult for them to acquire, such as the ash of an ancestor tree. They might be willing to part with some of the secrets of runecrafting for such a boon. Fire Giant Lore Arcana DC 15: Fire giant runecrafters, though not adept as some of their greatest kin, learn through careful dedication to wield magics of elemental flame, and frequently seal obvious means of ingress to their iron cities with numerous runes of alarm. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. History DC 15: Fire giants ordinarily make their settlements near rivers of magma, both to facilitate certain religious ceremonies and to heat their great forges. When such bodies of magma cool, however, fire giant enclaves are occasionally pushed to the surface, spelling ecological disaster as they deforest huge swathes of land to feed their hungry fires. Nature DC 10: The flesh and blood of a fire giant run hot enough to ignite cloth and hair on contact, making their presence extremely hazardous, especially for those who might seek to scale them in combat. Religion DC 20: Within fire giant society, metalurgical and mechanical expertise is considered a sure sign of piety and moral rectitude. Even those of non-giant heritage can be afforded a degree of recognition and respect for particularly fine work, though a fire giants standards are staggeringly high.
Fire Giant Tactics Fire giants make use of cover when possible, launching javelins and then retreating around corners to avoid reprisal. When their foes close with them, they wad in with thier searing greatswords, prioritizing targets that are clustered within 5 ft. of one another. Once their enemies try to space out to avoid this, they begin using their Overhead Cleave whenever available, so long as they can catch at least two foes with it. Fire giants usually make no special effort to remove creatures climbing on them, trusting their Inner Fire to burn the creatures off in time. If a creature apears to be resistant to fire the fire giant may attempt to scrape it off with its sword, and if the creature is additionally well armored the giant may simply attempt to grapple the creature and pry it off. Encounters CR 17 Encounter 7,250 XP 1 Fire Giant (CR 10) 3 Molten Spiders (CR 2) Fire Giant Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 162 (13d12 + 78) Speed 30ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws DEX +3, CON +10, CHA +5 Skills Athletics +11, Perception +6 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 16 Languages Giant Challenge 10 (5,900 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Actions Multiattack. The fire giant makes two attacks with its searing greatsword. It may replace one of these attacks with an Overhead Cleave Searing Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage and the target is pushed 10 feet away. If the target is on fire, this attack does an additional 7 (2d6) fire damage. Creatures within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Iron Javelins. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 42 (10d6 + 7) piercing damage. Overhead Cleave (Recharge 5-6). Each creature in a 15 foot long, 10 foot wide line that isn't climbing on the giant must make a DC 19 Dexterity saving throw or take 28 (6d6 + 7) slashing damage and be knocked prone, or half damage on a success. A creature that passes this save may use its reaction to move 5 feet, taking no damage if it ends this movement outside the affected area. Reactions Battering Blows. As a reaction to being reduced below 82 hit points, the fire giant may make a searing greatsword attack against each creature in its reach.
Fire Giant Flamecaller Tactics If the flamecaller has allies that excel in melee, it opens with its wall of fire to block foes' vision and movement while its allies close the distance and can begin pushing enemies into the wall with their attacks. Otherwise, it takes a defensible position and calls down pillars of flame, using wall of fire to guard its retreat when enemies approach so it can gain more distance and resume its barrage. Encounters CR 24 Encounter 16,200 XP 2 Fire Giant Flamecallers (CR 11) 2 Lava Children (CR 3) 4 Magmins (CR 1/2) Fire Giant Flamecaller Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 162 (13d12 + 78) Speed 30ft. STR DEX CON INT WIS CHA 25 (+7) 9 (-1) 22 (+6) 10 (+0) 18 (+4) 13 (+1) Saving Throws DEX +3, CON +10, CHA +5 Skills Athletics +11, Perception +8 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 18 Languages Giant, Jotunild Challenge 11 (7,200 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 19 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Actions Multiattack. The fire giant uses its pillar of flame ablity twice. Smoldering Maul. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 7) fire damage and the target is pushed 10 feet away and knocked prone. If the target is on fire, it takes an additonal 7 (1d12) damage. Each other creature within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Pillar of Flame. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit: 21 (6d6) fire damage and the target catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Wall of Fire (Recharge 5-6, 5th level spell, concentration). The giant creates up to six contiguous panels of opaque fire within 120 feet, each of which is 20 feet tall, 10 feet wide, and 1 foot thick. A creature that passes through a panel, or is in its space when the wall appears, must succeed on a DC 16 Dexterity saving throw or take 23 (5d8) fire damage, or half as much on a success. The wall lasts 1 minute. Reactions Searing Rebuke. As a reaction to being hit with an attack by a creature within 30 ft., the giant may force the attacker to succeed on a DC 16 Dexterity saving throw or take 11 (2d10) fire damage.
Fire Giant Dreadnought Tactics The dreadnaught uses its shield charge whenever available, trying to squash its enemies into a tight cluster so it can slam all of them at once with its fire shields. It makes use of its Raise Shields ability whenever available, particularly if there is a giant higher in the ordning to protect. Encounters CR 25 Encounter 28,700 XP 1 Fire Giant Dreadnought (CR 14) 2 Fire Giants (CR 11) 4 Hell Hounds (CR 3) CR 26 Encounter 39,400 XP 1 Fire Giant Lavamaster (CR 16) 2 Fire Giant Dreadnoughts (CR 14) 2 Hell Hounds (CR 3) Fire Giant Dreadnought Huge giant, lawful evil Armor Class 21 (Plate, Shields) Hit Points 187 (15d12+90) Speed 30ft. STR DEX CON INT WIS CHA 27 (+8) 9 (-1) 23 (+6) 8 (-1) 10 (+0) 11 (+0) Saving Throws DEX +3, CON +11, CHA +5 Skills Athletics +13, Perception +5 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 16 Languages Giant, Jotunild Challenge 14 (11,500 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 21 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Dual Shields. The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to throw javelins. Actions Multiattack. The fire giant makes two attacks with its fire shields, one of which it may replace with a shield charge. Fire Shields. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage and the target is pushed 10 feet away. If the target is on fire, this attack does an additional 7 (2d6) fire damage. Each other creature within 5 feet of the target must succeed on a DC 21 Dexterity saving throw or take half the attack's damage. Shield Charge (Recharge 5-6). The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, the creature must succeed on a DC 21 Strength saving throw or take 18 (4d8) bludgeoning damage and be pushed ahead of the giant for the rest of this move. A creature that fails the save by 5 or more is additionally knocked prone, or takes an additional 18 (4d8) bludgeoning damag if it was already prone. Iron Javelins. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 41 (10d6 + 8) piercing damage. Reactions Raise Shields. As a reaction to the fire giant or a friendly creature within 5 ft. being targeted with a ranged attack, the giant may raise its shields, increasing its or its allies' AC by 5 against the attack. Until the begining of its next turn, melee attacks against the giant are made at advantage.
Fire Giant Lavamaster Huge giant, lawful evil Armor Class 18 (Plate) Hit Points 250 (20d12 + 120) Speed 30ft. STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 22 (+6) 15 (+2) 18 (+4) 16 (+3) Saving Throws DEX +7, CON +11, CHA +8 Skills Athletics +12, Insight +9, Perception +9, Persuasion +8 Damage Resistances Attacks made without advantage Damage Immunities Fire Senses Passive Perception 18 Languages Giant, Jotunild, Undercommon Challenge 16 (15,000 XP) Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Inner Fire. A creature without fire resistance or immunity that touches the giant or hits it with a melee attack while within 5 feet of it catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Fires of Rage. A creature without fire resistance or immunity that touches the giant, hits it with a melee attack, or targets it with a spell catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Dampen Flames. If the giant takes any cold damage, its Inner Fire trait is disabled until the beginning of its next turn, and the next attack made against it is made at advantage. Martial Ordning. When initiative is rolled, each friendly giant within 60 ft. may choose to change its initiative to that of the lavamaster's. Actions Multiattack. The fire giant uses its molten grasp twice, one of which it may replace with a hurl creature attack. Molten Grasp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 7) bludgeoning plus 16 (3d10) fire damage and the target is grappled (escape DC 20). A burning creature that is grappled in this way takes an additional 5 (1d10) fire damage at the beginning of each of its turns. Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage. Hurl Magma (Requires a source of magma). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning plus 33 (6d10) fire damage and the target is knocked prone. Each other creature within 5 feet of the target must succeed on a DC 19 Dexterity saving throw or take half the attack's damage. Awaken Magma (Recharge 5-6). The fire giant kneels and grips the earth, dropping each creature it has grappled and turning stone and earth in a 60 ft. line that is 10 ft. wide to magma for the next hour. A creature that starts its turn in the area or enters it for the first time in a turn must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) fire damage, or half as much on a success. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Flamelash. One creature within 60 ft. that the fire giant can see must succeed on a DC 17 Strength saving throw or take 11 (2d10) fire damage and be pulled 15 ft. toward the giant. Flameburst Leap. The giant leaps up to 20 ft., propelled by a geyser of flame. A creature that hits the giant with an attack of opportunity provoked by this movement takes 11 (2d10) fire damage. Hearthflames. Each friendly giant within 20 ft. gains 10 temporary hit points.
T Cloud Giants he clouds impart a sort of perspective, there at the top of the world. Looking down at all of creation, one contemplates what is truly valuable in life, what is precious, and each time they look, cloud giants see the fundamental principle of their creation reflected; at the beginning of time, the gods made all the gold there ever will be. There will always be more people. Cloud Giant Social Encounters Once a year, a cloud giant castle descends from the sky to take on trubute from a local city in exchange for keeping the hill giants that once terrorized the roads in check. This year, however, the patrician appointed to rule the city has disappeared in the night, and apparently taken the city's coffers with him. The city is in disarray, but all agree an envoy is needed, either to negotiate a deferred payment or somehow fool the giant into thinking the payment has been delivered. Barred from every local gambling house, a magically disguised cloud giant lurks the city streets, seeking people willing to make bets on her behalf. She assures the party that it's a sure thing, and in fact speaks truly. The true danger is whether the crime syndicate that runs the gambling operations will notice them cheating. A thriving trade in magic beans has sprung up on the black market, people from all walks of life turning to giant-burglary rather than attempt to scrape out what meager living their station accords them. A consortium of cloud giants has offered a kings ransom to any who find the supplier at the root of this and put an end to it, according to the rain of leaflets currently cascading from a suspiciously dense-looking cloud. Cloud Giant Tactics A cloud giant encountered in a cloud palace first and foremost tries to discern how the PCs got there and deprive them of their means of escape (unmooring the beanstalk, knocking the wizard unconscious and throwing it over the edge, etc), then negotiate extortionate terms for their safe return to land. In combat against more melee focused enemies, it uses its cloud walk to seek a high vantage with cover from which to use its Harden Air (preferentially targetting Bards, Wizards, and Sorcerers), popping out of concealment to attack each turn, then retreating. Cloud Giant Lore Arcana DC 15: Cloud giants are capable of shockingly delicate and precise runecrafting, given their prodigous size. Among the most impressive feats of cloud giant craft is their ability to impose a wide range of physical and magical properties on even very fluid substances, such as air and water. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. Nature DC 10: Cloud giants are able to solidify the air beneath their feet, producing an effect much like flight as they run and leap through the air. Importantly, however, a cloud giant that loses its footing can still fall, and cloud giants are large enough that such impacts can quake the earth, though they are usually not terribly injured by these tumbles. Religion DC 15: Cloud giants are mandated by the great ordning to maintain stewardship of the world's wealth, to relieve it from the hands of the undeserving and safeguard it against those that would misuse it.
Cloud Giant Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 14 (Runescribed Tunic) Hit Points 150 (12d12 + 72) Speed 40 ft. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) Saving Throws CON +10, WIS +7, CHA +7 Skills Athletics +12, Insight +7, Perception +7 Damage Resistances Attacks made without advantage, Damage from falling Senses Darkvision 60 ft., Passive Perception 17 Languages Common, Giant, Jotunskye Challenge 9 (5,000 XP) Current Sense. The giant's vision is not obscured by fog or clouds. Cloudwalk. The giant can walk or jump on air, leaving a visible path of solidified clouds in its wake as it moves that remains for 1 minute before dispersing. If the giant is knocked prone or pushed off of this path, it falls as normal. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Topple. As an action, a creature climbing on the giant may attempt a DC 20 Strength (Athletics) check to topple it. On a success the giant is knocked prone and must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn. Actions Multiattack. The giant makes two melee attacks, one of which it may replace with a use of its harden air ability. Snatch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target is grappled (escape DC 20). Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage. Shake. The giant turns a creature it has grappled upside down and shakes it vigorously. The creature must succeed on a DC 20 Constitution saving throw or take 44 (8d8 + 8) bludgeoning damage, or half as much on a success. A creature that fails by 5 or more is Stunned until the end of the giant's next turn and drops any money or items it is carrying but not wielding. Harden Air. The cloud giant condenses the air in an unoccupied 5 ft. cube it can see within 60 ft., turning it the consistency of stone. If suspended, the cube drops. A creature underneath it must succeed on a DC 15 Dexterity saving throw or take 36 (8d8) bludgeoning damage. Reactions Bleed Fog. As a reaction to taking 20 or more damage from a single source, the cloud giant may shroud itself fog, becoming heavily obscured until the end of its next turn or until it moves.
Cloud Giant Smiling One Tactics In the early stages of a battle, smiling ones retreat with their cloud walk, using their misty ephemera to create obscurement, distractions, illusory doubles and false floors over long drops while staying within 40 ft. of the party, relying on its reactions to keep it from taking too much damage. When a creature breaks ahead of its allies or falls victim to one of the misty ephemera, the smiling one abrubtly turns and attacks, focusing all of its damage on the most vulnerable creature before retreating again. The cloud giant tries to lead the party in a loop, as even once the PCs know to avoid the ephemera the giant can still crash through them to trigger the effect itself. If possible, when striking a levitating creature it tries to propel it off a precipice. Cloud Giant Smiling One Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 15 (Runescribed Tunic) Hit Points 162 (13d12 + 78) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 17 (+3) Saving Throws CON +10, WIS +7, CHA +7 Skills Athletics +12, Deception +7, Insight +7, Perception +7, Sleight of Hand +5 Damage Resistances Attacks made without advantage, Damage from falling Senses Darkvision 60 ft., Passive Perception 17 Languages Common, Giant, Jotunskye Challenge 11 (7,200 XP) Current Sense. The giant's vision is not obscured by fog or clouds. Cloudwalk. The giant can walk or jump on air, leaving a visible path of solidified clouds in its wake as it moves that remains for 1 minute before dispersing. If the giant is knocked prone or pushed off of this path, it falls as normal. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Topple. As an action, a creature climbing on the giant may attempt a DC 20 Strength (Athletics) check to topple it. On a success the giant is knocked prone in an unoccupied adjacent space and must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn. Actions Multiattack. The giant makes three melee attacks, each of which it may replace with a use of its misty ephemery ability. Filigree Greatscepter. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the creature is pushed 10 feet away. A creature that is levitating takes an additional 5 (1d8) bludgeoning damage and is instead pushed up to 30 feet. Misty Ephemera. The giant creates a construct of light and air in the image of some creature, object, or other visible phenomena that occupies a space no larger than a 20-ft. cube centered on a point within 60 ft. that the giant can see, and lasts for a minute. The construct moves and produces sound naturally, and seems to resist any spells or magical effects. Any physical interaction with the construct disperses it, then up to one Large or smaller creature within 5 ft. of it must succeed on a DC 15 Constitution saving throw or be levitated 10 ft. off the ground until the end of the giant's following turn. Runefog Vortex (Recharge 5-6). Each creature the giant can see within 30 ft. must succeed on a DC 15 Charisma saving throw. On a failed save, a creature loses all temporary hit points and each spell effect affecting it. The giant gains all temporary hit points and spell effects lost in this way. Reactions Bleed Fog. As a reaction to taking 20 or more damage from a single source, the cloud giant may shroud itself fog, becoming heavily obscured until the end of its next turn or until it moves. Shift Fortunes. As a reaction to a creature it can see within 60 ft. making an attack roll or skill check, the giant causes a minor unpredictable event to intercede, imposing its choice of advantage or disadvantage on the roll.
Cloud Giant Skymason Tactics If it has melee allies to distract its foes, the skymason prefers to stay at a distance and rain down attacks with its Harden Air ability. Otherwise, it opens with its Cloudburst Stomp, then uses its impenetrable mists to cover its retreat, using harden air twice only when it feels safe from reprisals. It normally prefers to use its Bleed Fog reaction over its Gale Breath, but switches if there are creatures levitated by its Cloud Burst Stomp that would be affected. Once it has used its Animate Fog, the giant commands the hungry fog to attack the most threatening spellcaster present. Creating a Cloud Palace. The creation of a cloud palace is an exhausting ritual performed over the course of a year by twelve cloud giants working in concert under the direction of a skymason. A single pebble is inscribed with hundreds of infintesimal, interlocking runes, meticulously designed to fit the unique contours of the stone. Once a suitable cloud is found, the pebble is hidden somewhere within it, gradually fortifying the cloud to the point where it can support structures. Cloud Giant Skymason Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 15 (Runescribed Surcoat) Hit Points 187 (15d12 + 90) Speed 40 ft. STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 22 (+6) 18 (+4) 17 (+3) 19 (+4) Saving Throws CON +10, WIS +7, CHA +8 Skills Arcana +8, Athletics +12, Insight +7, Perception +7 Damage Resistances Attacks made without advantage, Damage from falling Senses Darkvision 60 ft., Passive Perception 17 Languages Common, Giant, Jotunskye Challenge 12 (8,400 XP) Current Sense. The giant's vision is not obscured by fog or clouds. Cloudwalk. The giant can walk or jump on air, leaving a visible path of solidified clouds in its wake as it moves that remains for 1 minute before dispersing. If the giant is knocked prone or pushed off of this path, it falls as normal. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Topple. As an action, a creature climbing on the giant may attempt a DC 20 Strength (Athletics) check to topple it. On a success the giant is knocked prone in an unoccupied adjacent space and must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn. Actions Multiattack. The giant uses its harden air ability twice, one of which it may replace with its impenetrable mists. Harden Air. The cloud giant condenses the air in an unoccupied 5 ft. cube it can see within 60 ft., turning it the consistency of stone. If suspended, the cube drops. A creature underneath it must succeed on a DC 16 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be knocked prone. Impenetrable Mists. The cloud giant creates a 20 ft. wide opaque wall of solid fog on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 20 feet long and 20 feet high. When the wall appears, creatures in its space are pushed to a side of their choice. The giant may pass through the wall without resistance. The wall can be damaged and breached; each 20-foot section has AC 5, 20 hit points, and vulnerability to thunder damage. Cloud Burst Stomp (Recharge 5-6). Each creature in a 30 foot cone must succeed on a DC 16 Constitution saving throw or take 33 (6d10) thunder damage and be levitated 10 feet in the air until the end of the giant's next turn. An affected creature that cannot fly can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Reactions Bleed Fog. As a reaction to taking 20 or more damage from a single source, the cloud giant may shroud itself fog, becoming heavily obscured until the end of its next turn or until it moves. Gale Breath. As a reaction to taking damage, the cloud giant exhales a torrent of air. Each creature in a 30 ft. cone must succeed on a DC 18 Strength saving throw or be pused 15 ft. away, or 30 ft. away if the creature is flying or levitating. Animate Fog (1/Day, Concentration). As a reaction to being reduced below 94 hit points, the giant creates a Hungry Fog in the nearest unoccupied space that lasts for a minute, acts on the giant's initiative, and follows the giant's mental commands.
Cloud Giant Luminary Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 17 (Cloudscale Armor) Hit Points 200 (16d12 + 96) Speed 40 ft. STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 23 (+6) 16 (+3) 18 (+4) 22 (+6) Saving Throws CON +11, WIS +9, CHA +11 Skills Athletics +13, Deception +11, Insight +9, Perception +9, Persuasion +16 Damage Resistances Attacks made without advantage, Damage from falling Senses Darkvision 60 ft., Passive Perception 19 Languages Common, Giant, Jotunskye Challenge 14 (11,500 XP) Current Sense. The giant's vision is not obscured by fog or clouds. Cloudwalk. The giant can walk or jump on air, leaving a visible path of solidified clouds in its wake as it moves that remains for 1 minute before dispersing. If the giant is knocked prone or pushed off of this path, it falls as normal. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 21 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Topple. As an action, a creature climbing on the giant may attempt a DC 21 Strength (Athletics) check to topple it. On a success the giant is knocked prone in an unoccupied adjacent space and must succeed on a DC 15 Constitution saving throw or be Stunned until the end of its next turn. Actions Multiattack. The giant makes two melee attacks and uses its Change Face ability. Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage and the creature is pushed 10 feet away. A creature that is levitating takes an additional 5 (1d8) bludgeoning damage and is instead pushed up to 30 feet. Each other creature within 5 feet of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage. Snatch. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage and the target is grappled (escape DC 20). Change Face. The giant changes its mask, gaining one of the following effects of its choice until it uses this ability again. The giant may take this action even while incapacitated. Contempt. If the giant would take half damage due to succeeding on a saving throw, it instead takes no damage. Pity. The giant gains advantage on Charisma checks. Any creature who targets the giant with an attack or a harmful spell must first make a DC 19 Wisdom saving throw. Disgust. The giant gains immunity to any effect that would incapacitate it, and ends all such effects currently affecting it. Impatience. The giant doubles its movement speed and has advantage on Dexterity saving throws. Wrath. The giant makes melee attacks at advantage. Reactions Bleed Fog. As a reaction to taking 20 or more damage from a single source, the cloud giant may shroud itself fog, becoming heavily obscured until the end of its next turn or until it moves. Legendary Actions The giant can take 3 legendary actions, choosing from the options below. Treacherous Footing. The giant alters the properties of the surface a creature is standing on within 30 feet. The creature must succeed on a DC 19 Dexterity saving or fall prone in an adjacent space. A creature standing on a surface made of clouds or air that fails by 10 or more instead falls through. Illusory Double. The giant creates an illusory double of itself in an unoccupied space it can see within 60 ft. that echoes the giant's voice and mimics its movements and actions Hazy Transposition. One creature within 60 ft. teleports to exchange positions with the cloud giant or one of its illusory doubles. An unwilling creature makes a DC 19 Charisma saving throw, resisting the effect on a success. Create Wealth (Costs 2 Actions). One creature the giant can see within 30 ft. must succeed on a DC 19 Charisma saving throw or have half the currency it is carrying teleported up to 500 feet in a direction of the giant's choice. This affects even currency carried in extradimensional spaces, such as a Bag of Holding.
R Storm Giants anked first among the ordning of all things, storm giants stand astride the world, guiding the fates of lesser beings in their quest to restore a true and lasting order to the world. In the solitude of deep ocean trenches and snowcapped mountains, storm giants meditate upon their future course, preparing for the moments of critical intervention their path will require of them. Storm Giant Social Encounters For years, a storm giant that lives upon a nearby mountain has ensured that the rains arrive when they are needed, but the land is gripped by a terrible drought, and the giant will not act until the omens dictate it is time. Whatever force has stilled the omens must be overcome, or else such omens must be manufactured to prod the giant from its torpor. A galleon has sunk, laden with treasures looted from an island's native inhabitants by raiders from a great empire. The giant who sank the ship did so to claim the wood for a sculpture it is working on, and cares not for the treasure, though it insists that any who would claim the treasure must collect it themselves from his benthic lair. The empire has offered a great fee for any who might recover the sunken treasure, and additionally the treasures hold great political significance among the island's denizens, and might be used to galvanize still-greater efforts of resistance. An evil rain has settled over a valley overlooked by a storm-giant's keep, one that falls upward instead of down, one that the giant's powers over weather cannot disperse or dispel. Furthermore, the omens dictate that unless the cloud can be made to move on, it will parch the valley utterly, rendering it uninhabitable for all the valley's denizens. Storm Giant Lore Arcana DC 10: Storm giants all posess an innate aptitude for divination, able to detect and interpret connections between seemingly unrelated things to predict the near future. As powerful as this ability is, however, storm giants are known to overrely on it, leaving them unprepared to deal with rapid, impulsive action. History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so. Nature DC 15: Storm giants rarely fight each other, as their innate command of lightning would only empower their rivals and lead to a brutal and exhausting slog for both parties. As such, conflicts are typically resolved by furiously consulting the omens to determine who would win in a fight, obviating the need to actually come to blows. Storm Giant Tactics Storm giants open with their lightning strike, ideally choosing a creature close enough to them that they get hit with the splash damage as well. They ordinarily prefer to make two attacks with their multiattack, but will replace one with Howling Winds whenever a creature succesfully climbs onto them or manages to surround them Storm Giant Oracle Tactics The oracle uses its Mark the Omens each turn, distributing low rolls to enemies and high rolls to allies. Whenever possible, the giant throws its iron beads into the air, waiting until an opponent has a particularly strong turn before bringing each of them down on it.
Storm Giant Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 16 (Scale Mail) Hit Points 184 (16d12 + 80) Speed 50 ft., swim 50 ft. STR DEX CON INT WIS CHA 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 16 (+3) Saving Throws STR +14, CON +10, WIS +9, CHA +9 Skills Arcana +8, Athletics +14, History +8, Perception +9 Damage Resistances Cold; Attacks made without advantage Damage Immunities Lightning, Thunder Senses Darkvision 60 ft., Passive Perception 19 Languages Common, Giant, Jotunuvuar Challenge 13 (10,000 XP) Amphibious. The giant can breathe air and water. Crackling Power. Whenever the storm giant is subjected to lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage. Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions. A player that declares what they are doing on their turn within five seconds of being told that their turn has started makes attacks at advantage against the giant. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 22 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The giant makes two booming greatsword attacks, one of which it may replace with a use of its howling winds. Booming Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage and the creature is pushed 15 feet away. Each other creature within 5 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage as thunder damage and be be pushed 5 feet away. Howling Winds. Each creature within 30 feet of the giant must make a DC 22 Strength saving throw or be pushed 15 feet away and knocked prone. A creature that fails this save by 5 or more is instead blown 30 feet away and knocked prone. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Reactions Forked Fury (1/Day). As a reaction to being reduced below 116 hit points, the giant immediately recharges its lightning strike and uses it, targeting itself.
Storm Giant Oracle Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 16 (Scale Mail) Hit Points 210 (20d12 + 80) Speed 50 ft., swim 50 ft. STR DEX CON INT WIS CHA 25 (+7) 13 (+1) 19 (+4) 17 (+3) 21 (+5) 16 (+3) Saving Throws STR +12, CON +9, WIS +10, CHA +9 Skills Arcana +8, Athletics +14, History +8, Perception +10 Damage Resistances Cold; Attacks made without advantage Damage Immunities Lightning, Thunder Senses Blindsight 80 ft. (blind beyond this radius) Passive Perception 20 Languages Common, Giant, Jotunuvuar Challenge 14 (11,500 XP) Amphibious. The giant can breathe air and water. Crackling Power. Whenever the storm giant is subjected to lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage. Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions. A player that declares what they are doing on their turn within five seconds of being told that their turn has started makes attacks at advantage against the giant. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 22 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The giant makes three attacks with its iron beads, one of which it may replace with a use of its mark the omens ability. Iron Bead. Melee or Ranged Weapon Attack: +14 to hit, reach 15 ft. or range 80/320 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage. While outdoors, the giant may fling the bead high into the air instead of targeting a creature with it. At the end of any creature's turn before the end of the giant's next turn, the giant may force the creature to succeed on a DC 18 Dexterity saving throw or take the attack's damage. Mark the Omens. The giant rolls two D20s and assigns each of them in secret to a creature it can see within 30 ft. The next time that creature makes an attack within the next minute, it uses the value rolled by the giant, instead of rolling. Oracle's Curse. One creature within 15 ft. must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and be Blinded with overlapping visions of possible futures until the end of the giant's next turn, or take half as much damage on a success. A creature that succeeds by 5 or more instead gains advantage on all attacks and saving throws until the end of the giant's next turn. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Reactions Alter Fate. As a reaction to a creature within 30 ft. making a saving throw, the giant adds or subtracts a d4 from the creature's result.
Storm Giant Quintessent Tactics Storm giant quintessents orbit around a battlefienld, spraying bolt barrages at as many foes as possible and using their Traveling Thundercloud to flee to safe ground whenever cornered. They use their Lightning Strike whenever available. The quintessent tries to end its turn at least 60 ft. away from any foe to maximize the chances of striking itself or a friendly giant with its Storm-Followed trait. Rules Clarification. For the bolt barrage, you make a single attack roll that you may apply to up to three different targets. If affected by the giant's Crackling Power, each target takes the additional damage. Storm Giant Paramount Tactics The paramount uses its ornding of prophecy to guard against whatever element the spellcasters in the party employ most frequently. Once combat commences, the paramount begins by planting spines with its gildspine greatbow, spreading out its targets a bit to create options later, then alternates between its bow and its impaling slam, depending on whether it begins its turn with a creature grappled and a nearby spine. When at least four spines are planted, the giant begins using its Arcing Bolt whenever available, bouncing between spines to hit as many foes as possible.
Storm Giant Quintessent Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 17 (Half Plate) Hit Points 230 (20d12 + 100) Speed 50 ft., swim 50 ft. STR DEX CON INT WIS CHA 27 (+8) 15 (+2) 20 (+5) 16 (+3) 20 (+5) 16 (+3) Saving Throws STR +13, CON +10, WIS +10, CHA +9 Skills Arcana +8, Athletics +13, History +8, Perception +10 Damage Resistances Cold; Attacks made without advantage Damage Immunities Lightning, Thunder Senses Darkvision 60 ft., Passive Perception 20 Languages Common, Giant, Jotunuvuar Challenge 16 (15,000 XP) Amphibious. The giant can breathe air and water. Storm-Followed. Stormy weather always accompanies the giant's presence. At the begining of the giant's turn, a randomly determined creature within 60 feet of it is struck by lightning, and must succeed on a DC 14 Dexterity saving throw or take 17 (3d10) lightning damage. If the giant is struck by lightning, each creature climbing on it must also make this save. Crackling Power. Whenever the storm giant is subjected to lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage. Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions. A player that declares what they are doing on their turn within five seconds of being told that their turn has started makes attacks at advantage against the giant. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 22 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Actions Multiattack. The giant uses its bolt barrage twice, one of which it may replace with a use of its Traveling Thundercloud. Bolt Barrage. Ranged Spell Attack: +14 to hit, range 120 ft., up to three targets. Hit: 9 (2d8) lightning damage. Traveling Thundercloud (Concentration). The giant becomes insubstantial until the end of its next turn, gaining a 50 ft. fly speed and resistance to all damage. While in this form, the giant cannot use its multiattack. Lightning Strike (Recharge 5–6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. Reactions Fury of the Storm. As a reaction to being reduced below 115 HP, the giant may call down a bolt of lightning on each creature in range, per its Storm-Followed ability.
Storm Giant Paramount Huge giant, neutral good (50%) or neutral evil (50%) Armor Class 18 (Plate Armor) Hit Points 300 (24d12 + 144) Speed 50 ft., swim 50 ft. STR DEX CON INT WIS CHA 29 (+9) 19 (+4) 22 (+6) 22 (+6) 19 (+4) 18 (+4) Saving Throws STR +15, CON +12, WIS +10, CHA +10 Skills Arcana +12, Athletics +15, History +12, Perception +10 Damage Resistances Cold; Attacks made without advantage Damage Immunities Lightning, Thunder Senses Darkvision 60 ft., Passive Perception 20 Languages Common, Giant, Jotunuvuar Challenge 18 (20,000 XP) Amphibious. The giant can breathe air and water. Crackling Power. Whenever the storm giant is subjected to lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage. Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions. A player that declares what they are doing on their turn within five seconds of being told that their turn has started makes attacks at advantage against the giant. Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 23 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it. Ordning of Prophecy. When initiative is rolled, each friendly giant within 60 ft. gains resistance to the paramount's choice of Acid, Fire, Force, Necrotic, or Radiant damage for the next minute, representing ritual magics cast earlier in the day in response to cryptic omens. This effect ends early if the paramount dies, or if the paramount is subjected to a successful Dispel Magic (dispel DC 18). Actions Multiattack. The giant makes two attacks with its gildspine greatbow. Gildspine Greatbow. Ranged Weapon Attack: +10 to hit, range 300/1200 ft., one target. Hit: 40 (8d8 + 4) piercing damage and the target is knocked prone. On a hit or miss, a twelve foot spike of gilded iron is planted in the target's location, and the target is pushed 5 ft. away. Each other creature within 5 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage as slashing damage and be be pushed 5 feet away. Impaling Slam. The giant slams a grappled creature onto one of the spikes of gilded iron planted by its greatbow within 15 ft. The creature must make a DC 23 Constitution saving throw or take 99 (18d10) piercing damage and be restrained on the spike (escape DC 23), or take half as much damage on a success. Whenever an impaled creature takes damage, it may attempt to escape as a reaction. Arcing Bolt (Recharge 5–6). The giant hurls a magical lightning bolt in a 500-foot line that is 10 feet wide. Whenever the bolt contacts one of the giant's iron spines, the giant may change its direction by up to 90 degrees. Each creature in the bolt's area must make a DC 17 Dexterity saving throw, taking 63 (14d8) lightning damage on a failed save, or half as much damage on a successful one. Reactions Sparkstep. As a reaction to a creature the giant can see within 60 ft. taking lightning damage, the giant teleports to an unoccupied space within 15 ft. of it. Grappled creatures are not teleported with it. Legendary Actions Sweeping Grasp. One creature within 15 ft. must succeed on a DC 23 Dexterity saving throw or be grappled in one of the giant's hands (escape DC 23). While the giant has a creature grappled, it cannot use its greatbow. Hurl. One grappled creature is thrown up to 30 ft., and must succeed on a DC 23 Dexterity saving throw or fall prone and take 10 (3d6) damage. Galvanize. The giant deals 9 (2d8) lightning damage to itself that bypasses its damage immunity. Thunderous Leap (Costs 2 Actions). The giant leaps up to 50 feet. If the giant ends this movement in mid-air, it does not fall until the beginning of its next turn, at which point each creature within 15 ft. of it must suscceed on a DC 23 Constiution saving throw or take 18 (4d8) thunder damage and be pushed 15 ft. away.
Patreon Credits Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky Brian Horlor Brian Hughes Brian Vogel Char Char Christopher Benjamin Chuck Westfield Corey Watts Damian Ashcroft Damien Stanley Daniel Petersen David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring Frank Hoenikker Gage Wente George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride James McGowan Jason Herzog Jeffrey Mehibrech Joacim Hother Bøger Karlsmose Joey Caserez John Langle John O'hare Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel ...and many more! Want to support the creation of content like this? You can join them here on Patreon, where you can find over 900 4e-inspired monsters, 100+ magic items, and a new class for D&D 5e. Thank you!