Giants Embiggened
There are more true giants in the world than just the standard: hill, stone, frost, fire, cloud, and storm.
Indeed, there may be even more that aren't covered here.
Desert Giant
These immense nomads wonder the world's deserts. Sometimes acting as mercenaries for the smaller races, or in caravans of their own kin. Even the youngest of these giants look old and wearied from their tough wrinkled skin.
These giants do not settle for two reasons: first, the desert does not allow for such luxuries, and second, because they are cursed to turn into stone, and movement helps stave off their curse,
Death Giant
These pale giants no longer sit within the ordning. The race once known as ash giants were destroyed, and in a desperate bid for survival, they sold their lives to a dark power. Now, they exist within the Shadowfell, collecting souls to remain alive. For when they do die, their soul does not leave for an afterlife, instead, it is devoured and destroyed.
Dune Lizard
These massive beasts of burden serve as mounts for the desert giants. One of the few creatures capable of such a task. Needless to say, the sight of an immense giant riding atop an even larger reptile sends even the most stalwart of the small folk running.
Eldritch Giant
No one knows anymore what the eldritch giants were before they gained their current moniker, but now they are a race dedicated to researching the arcane in a bid to claim what power they can. It is thought that they potentially worship magic itself, believing that it is divine.
These giants sought power, and they definitely wield it, these terrifying arcane warriors are even more powerful than the vaunted storm giant, but very few come back from encountering these creatures.
Jungle Giant
These giants, as their name suggests, reside in jungles. Despite their immense stature, these giants blend in with their environment quite well. Being surrounded by similarly sized trees probably helps with that fact.
They are relatively friendly, as far as giants go, in so far as they will trade with humanoids who live nearby. But they eat exclusively meat, the only reason they spare them is their mutual respect for fellow hunters.
Mountain Giant
Mountain giants are to nobody's surprise, related to hill giants, though, they are, rather counterintuitively, smaller than them. They are however smarter, and stronger than them, ranking them at around the same level as fire giants.
These giants do prefer to not make their hands dirty, so they are prone to commanding their lessers; trolls, ogres, hill giants, and the like to do it for them.
Reef Giant
Perhaps not so widely respected as storm giants, the island-dwelling reef giants hold a similar place in the ordning, owing to their complete and utter domination over the seas. Given their stature and vast power, however, reef giants are a solitary people.
Owing to their unparalleled ease in maneuvering through the ocean, reef giants often trade the riches of the deep with surface-dwelling smallfolk. The amount at which they do this has however caused local merfolk to wage a one-sided war against them.
Titans
The greatest of giant kind, titans sit quite comfortably at the top of the ordning. Very few ever see them, however, not because of a low population, or ill temperament, quite the opposite really, titans are rather gregarious. Which is in part the reason for the rarity of their sightings, as these immense folk quite freely walk between planes, hunting in the heavens one day, and bartering with a sultan of the planes of fire the next.
Desert Giant
Huge giant, neutral
- Armor Class 14 (natural armor)
- Hit Points 105 (10d12 + 40)
- Speed 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 19 (+4) 10 (+0) 12 (+1) 9 (-1)
- Saving Throws Dex +2, Con +7, Wis +4
- Skills Perception +4, Survival +7
- Senses passive Perception 12
- Languages Giant
- Challenge 6 (2,300 XP)Proficiency Bonus +3
Desert Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in desert terrain.
Actions
Multiattack. The giant makes either three attacks with its scimitar or two with its throwing spears.
Scimitar. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Variant Desert Giant: Stone Cursed
Desert giants are a victim of a divine curse that slowly and inexorably turns their kind into stone. Some desert giants may be a decent way through this curse and it may affect their combat ability significantly.
These giants have a Dexterity of 6 (-2), a Constitution of 23 (+6), which increases their hit points by 20 (to 125 on average), have an AC of 16, but are vulnerable to thunder and bludgeoning damage from magical sources. Finally, they have the following attack in place of their scimitar and spear attacks:
Stone Fist. Melee Weapon Attack: + 9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Eldritch Giant
Huge giant, typically neutral evil
- Armor Class 20 (full plate, shield)
- Hit Points 243 (18d12 + 126)
- Speed 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 24 (+7) 18 (+4) 14 (+2) 15 (+2)
- Saving Throws Str +15, Con +12, Int +9, Wis +7, Cha +7
- Skills Arcana +14, Perception +7, Sense Motive +7
- Senses darkvision 60 ft., passive Perception 17
- Languages Common, Giant, Terran
- Challenge 15 (13,000 XP)Proficiency +5
Innate Spellcasting. The giant's innate spellcasting ability is Intelligence (+9 to hit, spell save DC 17). It can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, magic missile (4th-level)
3/day each: dimension door, summon elemental (earth only)
Limited Magic Immunity. The giant can't be affected or detected by spells of 5th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Actions
Multiattack. The giant makes two attacks with its longsword, or it casts a spell and makes an attack with its longsword.
Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage.
Death Giant
Huge giant, neutral evil
- Armor Class 17 (splint)
- Hit Points 264 (23d12 + 115)
- Speed 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 20 (+5) 12 (+1) 18 (+4) 22 (+6)
- Saving Throws Str +13, Con +10, Wis +9, Cha +11
- Skills Perception +14
- Damage Resistances cold
- Damage Immunities necrotic
- Condition Immunities frightened
- Senses darkvision 120ft. passive Perception 24
- Languages Common, Giant
- Challenge 16 (15,000 XP)Proficiency Bonus +5
Death Drinker. Whenever the giant is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (+11 to hit, spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: detect magic, inflict wounds (3rd-level), vampiric touch
3/day each: blight, enervation
1/day each: finger of death
Soul Reaver. The giant is surrounded by the souls of those it has slain. This terrifying whirlwind of screaming dead warn the giant of danger, doubling it's proficiency bonus to Wisdom (Perception) checks, and giving it advantage on initiative checks. A creature dying within 15 feet of the giant must make one last DC 19 Charisma saving throw, or have its soul added to the giant's collection. Turning the undead spirits will remove these benefits and end the effects of the giant's Frightful Keening as well as removing it's ability to use it as long as they are turned.
Actions
Multiattack. The giant can use its Frightful Keening. It then makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 8) slashing damage.
Frightful Keening. Each creature of the giants's choice that is within 120 feet of the giant and can hear must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Frightful Keening for the next 24 hours.
Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Jungle Giant
Huge giant, neutral
- Armor Class 15
- Hit Point 147 (14d12 + 56)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 18 (+4) 14 (+2) 18 (+4) 15 (+2)
- Saving Throws Str +9, Dex +5, Wis +7
- Skills Acrobatics +5, Nature +5, Stealth +8, Survival +7, Perception +7
- Senses passive Perception 17
- Languages Common, Giant
- Challenge 7 (2,900 XP)Proficiency Bonus +3
Ambusher. The giant has advantage on attack rolls against any creature it has surprised.
Jungle Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in forested terrain.
Actions
Multiattack. The giant makes two attacks with either its greatclub or longbow.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 15 (3d8 + 2) piercing damage.
Bonus Actions
Apply Poison (Recharges after a Short or Long Rest). The giant applies a paralytic venom to the tip of one of its arrows. If that arrow his a creature, it must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mountain Giant
Huge giant, chaotic neutral
- Armor Class 15 (natural armor)
- Hit Points 147 (14d12 + 56)
- Speed 40 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 19 (+4) 10 (+0) 14 (+2) 10 (+0)
- Skills Perception +5
- Senses passive Perception 15
- Languages Giant
- Challenge 8 (3,900 XP)Proficiency Bonus +3
Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: catapult, detect magic, meld into stone, mold earth
3/day each: earth tremor, earthbind
1/day each: stone shape
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Reactions
Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Variant: Giant Commander
Some mountain giants seem to have command over lesser giants, and can have an action option that allows them to summon them.
Summon Giant (1/Day). The giant chooses what to summon and attempts a magical summoning. The giant has a 70% chance to summon 1d10 ogres, a 20% chance to summon 1d6 trolls, or a 10% chance to summon 1d4 hill giants.
A summoned giant appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and loosely obeys its commands. It remains for l minute, until it or its summoner dies, or until 1ts summoner dismisses it as an action.
Reef Giant
Huge giant, neutral good
- Armor Class 15 (natural armor)
- Hit Points 225 (18d12 + 108)
- Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
- Saving Throws Str +13, Con +10, Wis +7
- Skills Athletics +17, Perception +7
- Damage Immunities Cold
- Senses darkvision 60 ft., passive Perception 17
- Languages Common, Giant
- Challenge 11 (7,200 XP)Proficiency +4
Amphibious. The giant can breathe air and water.
Ruler of the Sea. The giant is immune to all water based effects. Furthermore, it is under the effects of a permanent control water spell (DC 15) that does not require concentration and can be controlled as a bonus action. The giant can also recall its trident to its hand at any time.
Actions
Multiattack. The giant makes two attacks with either its trident or its fists in any combination.
Trident. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 60/240 ft., one target. Hit: 25 (3d10 + 9) piercing damage. A Small or Medium creature within 5 feet of a flat surface is restrained (escape DC 17) as the trident pins them to it. The giant cannot use its trident attack while it is restraining a creature
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Rock. Ranged Weapon Attack: +13 to hit, range 120/480 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. This attack deals double damage to ships.
Dune Lizard
Huge beast, unaligned
- Armor Class 13 (natural armor)
- Hit Points 28 (3d12 + 9)
- Speed 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 17 (+3) 2 (-4) 10 (+0) 5 (-3)
- Senses tremorsense 60 ft., passive Perception 10
- Languages —
- Challenge 2Proficiency +2
Beast of Burden. Dune lizards are bred as mounts for huge creatures, and as such can be mounted by a single Huge creature.
Actions
Bite. Melee Weapon Attack: +7 to hit., reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Titan
Gargantuan giant, any chaotic
- Armor Class 17 (half plate)
- Hit Points 246 (12d20 + 120)
- Speed 50 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 30 (+10) 21 (+5) 24 (+7) 26 (+8)
- Saving Throws Str +17, Dex +9, Con +17, Int +12, Wis +14, Cha +15
- Skills Athletics +27, History +12, Persuade +15, Perception +14
- Damage Resistances bludgeoning, slashing, and piercing damage from non-magical attacks that aren't cold iron.
- Languages Common, Giant, Sylvan
- Senses truesight 120 ft., passive Perception +24
- Challenge 21 (33,000 XP)Proficiency +7
Innate Spellcasting. The titan's innate spellcasting ability is Charisma (+15 to hit, spell save DC 23). It can innately cast the following spells, requiring no material components:
At will: dispel magic (5th-level), invisibility (self only)
3/day: chain lightning, cure wounds (4th-level)
1/day each: gate, maze, meteor swarm
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The titan has advantage on saving throws against spells and other magical effects.
Magic Weapons. The titan's weapon attacks are magical.
Actions
Multiattack.
Warhammer. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (4d8+10) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +17 to hit, reach 15 ft. or range 60/240 ft., one target. Hit: 24 (4d6+10) piercing damage.
Body Toss. Melee and Ranged Weapon Attack: +17 to hit. reach 10 feet and then range 20/80 ft., one medium or smaller target and one other target. The titan makes a melee attack against the first creature to grab it, and then throws it at another creature within range. The creatures hit take 31 (6d6 + 10) bludgeoning damage and land prone.
Legendary Actions
The titan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The titan regains spent legendary actions at the start of its turn.
Attack. The titan makes one attack.
Thunderous Stomp (Costs 2 Actions). The titan slams its foot down. Each creature within 20 feet must make a DC 25 Strength saving throw or take 21 (6d6) thunder damage and be knocked prone, or half as much damage on a successful save.
Body Toss. The titan uses its body toss attack.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.