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Monstrous Menagerie

giants of
LEGEND
M
onstrous Menagerie

presents new and

fantastic creatures with which

Game Masters of all levels of

experience can populate their

campaign worlds. The creatures

found within these pages may

be beneficent or malign, horrific

or wondrous, but all are sure to

astound your players.

  With this article, you can

challenge your players with

unusual giants inspired by little-
writing Artem Serebrennikov
known myths and legends of color art Sade
editing James J. Haeck
real-world cultures. layout Eric Life-Putnam

EN World EN5IDER  |  Giants of Legend

. rumors of new endriagos born to target. invading civilized areas and Noxious Breath (Recharge 5–6). The endriago makes three attacks: one true origins. Wis +7.500 XP) past. Melee Weapon Attack: +12 to hit. Each off corners of the world. piercing. fly 30 ft. An endriago’s most fearsome ability is its noxious breath. Any creature that starts its turn within 10 feet with dragons—perhaps the result of a magical of the endriago must succeed on a DC 19 Constitution transformation intended to create a superior saving throw or be poisoned until the start of its next warrior.” EN Publishing EN product and article titles. poison. bludgeoning. “EN Publishing. giants and dragons by creating hybrid creatures ACTIONS that are deadly to both of them. Con +11. or half as much fearsome combatants.” “EN World. Whatever their Multiattack. Speed 50 ft. swim 30 ft. and EN World and EN Publishing logos. chaotic evil Amadís de Gaula. are designated Product Identity.. Hit: 23 (3d10 + 7) piercing damage plus 3 (1d6) giants sprout from time to time. Hit: 17 (3d6 + 7) slashing damage. They inhabit far. a miasma that withers plants and poisons the air itself. saving throw. Although endriagos Claw. Melee Weapon Attack: +12 to hit. a gigantic bird of prey. fumes of noxious smoke in a 30-foot cone. Its skin is covered in scales and sea. its head resembles that of an enormous Saving Throws Dex +6. character and place names. reach 10 ft. out of pure spite. Open Game Content The game rule information in this article is designated Open Game Content. families in sufficient numbers to have bred true Bite. poison damage and 3 (1d6) necrotic damage. leaving the area they devastate completely uninhabitable for years to come. Condition Immunities poisoned   Blasphemous Births. narrative and descriptive text. its arms end in claws similar to the talons of Damage Immunities necrotic.. The endriago exhales depopulating entire regions.” “EN5ider.. The origin of the Senses darkvision 60 ft. A minority opinion is that the existence turn.. 25 (+7) 13 (+1) 23 (+6) 6 (–2) 15 (+2) 7 (–2) shells. Cha +3 lion. trade dress. Hit Points 175 (14d12 + 84)   The endriago appears as a 19-foot tall. opponents on land. but embark upon great creature in that area must make a DC 19 Constitution journeys to seek out and slaughter new creatures. capable of challenging damage on a successful one. and related to their millennia-old conflict Stench. vaguely humanoid creature with many bestial STR DEX CON INT WIS CHA features. the creature is of endriagos is a part of some divine plan to unite immune to the endriago’s stench for 24 hours. they kill other creatures target. a 16th-century Spanish chivalric Armor Class 19 (natural armor) romance. passive Perception 12 endriagos is not well understood. but most Languages understands Draconic and Giant but does sages agree their creation is related to some not speak terrible transgression made by giants of ages Challenge 14 (11. including maps and illustrations (including illustrations in the public domain). and it sports a pair of bat. one require little food. at sea. and in the air. endriagos have been born in giant with its bite and two with its claws. reach 5 ft. All of the other material in this article. Publishing ™ Giants Legend | | EN GiantsofofLegend  ENWorld EN5IDER World EN5IDER . one and multiplied. On a successful saving throw. upright.Endriago Endriago Origins: The endriago is based on a monster from Huge giant.   Hateful Devastators. taking 28 (8d6) poison and 28 (8d6) Endriagos are unsophisticated but ruthless and necrotic damage on a failed save. and slashing from nonmagical attacks like wings covered in coarse hair.

with the following differences: Longsword. the ferragut despise those who shining and ornate plate armor and mounted on resort to subterfuge or overt aggression.. culture. moved by Skills Animal Handling +5. and their Ferragut history. tournaments. ▶▶ It has STR 22 (+6) and INT 7 (–2). the target takes an ferragut realize the advantage that they have over extra 14 (4d6) piercing damage. ▶▶ The attack bonus of its hoof attack is +8. However. divine favor far they have been welcome guests in the cities 1/day each: find steed (can only summon a giant and castles of the world. of existence. and try to avoid bloodshed or violent 8-foot tall human with reddish skin. eager Innate Spellcasting. If the ferragut is mounted and moves at least prodigious strength and mounted upon their 20 feet straight toward a target and then hits it with enormous steeds called giant destriers. and have shown their Origins: The ferragut is based on a character magnanimity on multiple occasions by giving featured in numerous French and Italian chivalric their rivals a head start. The ferragut’s spellcasting ability to find and explore the plane where the knight is Charisma (spell save DC 14).. and can enormous armor-clad horse 12 feet at the shoulder. passive Perception 12 the loftiest ideals of chivalry. The ferragut is pictured on strike. When a magical Languages Common. one target. deals 16 (3d6 + 6) bludgeoning damage. and. clad in conflict. (2d10 + 6) slashing damage if used with both hands. one target. EN World EN5IDER  |  Giants of Legend . has disadvantage if the enemy is within 5 feet of the ragut is mounted on it or within its sight. Persuasion +6 his example. be fearsome opponents if provoked. Hit: 19 (2d12 + 6) piercing damage. Melee Weapon Attack: +9 to hit. branding smite. It can innately cast the came from. The ferragut have only recently appeared in the world. Hit: 13 (2d6 + 6) piercing damage. the giants modeled their culture after Senses darkvision 60 ft. Saving Throws Dex +3. This attack ▶▶ It cannot be charmed or frightened while a fer. reach 10 ft. mercy. ACTIONS Giant Destrier Multiattack. target. From the scant details that the ferragut Armor Class 20 (plate armor. requiring no material components: this story and the sincerity of the ferragut. Hit: 15 (2d8 + 6) slashing damage. Athletics +9. or other favors. neutral good unknown. Lance. reach 5 ft. a valorous knight magically transported 22 (+6) 10 (+0) 19 (+4) 14 (+2) 15 (+2) 16 (+3) to their world shared the virtues of honor. one ▶▶ It understands Giant but does not speak. Wis +5 and civilization with the ferragut. Melee or Ranged Weapon Attack: +9 to hit. Challenge 6 (2.300 XP) dozens of ferragut emissaries sallied forth. Many sages question the veracity of following spells. Javelin. warhorse. destrier)   Paragons of Chivalry.. They excel in non-lethal the first page of this article. Melee Weapon Attack: +9 to hit. ▶▶ Its Trampling Charge DC is 16.   Mysterious Knights-Errant. indulging in savagery and barbarism. and motivation are still largely Large giant. STR DEX CON INT WIS CHA One day. and other forms of ritualized   A ferragut resembles a powerful and athletic combat. the benefit of the first romances and poems. The ferragut makes two longsword A giant destrier has the same statistics as a attacks. duels. but so 3/day each: bane. shield) share themselves. and it reach 5 ft. Endowed with Joust.Ferragut human-sized combatants. ▶▶ It is a Huge fey with challenge rating 3. or range 20/60 ft. ferragut and the ferragut isn’t mounted. or 17 ▶▶ It has AC 18 (plate barding) and 51 hit points.. the a lance attack on the same turn. it can be surmised that they Hit Points 85 (9d10 + 36) have lived for many centuries on a distant plane Speed 40 ft. Giant tempest opened several portals to other worlds.

However. Some clans might uphold the ancient race. a nameless incapacitated. but powerful jentilak oracle known simply as the Sunlight Sensitivity. Rather than (Perception) checks that rely on sight. Ranged Weapon Attack: +6 to hit. the jentilak has Soothsayer foretold that the smaller races would disadvantage on attack rolls. and magical transformation with fomorians. following the sayings of an ancient oracle and The two giant races loathe each other passionately plans to return to the surface. its body descendants of the original Soothsayer (also called covered with dozens upon dozens of eyes that soothsayers) still dominate their society.Jentilak Jentilak Origins: The jentilak is based on a creature from Large giant. tremorsense 60 ft. enslaved and jentilak treat outsiders. Generous and noble. reach 5 ft. of the underground world. The jentilak has advantage on an attack and agriculture) with humans. rakes. long. Perception +5... Legends tell that. A tiny however. dark hair. Skills Nature +4. the panoptes resembles a their gardens from encroachment. one target. Armor Class 14 (hide armor)   The jentilak are lean but hardy 8-foot tall Hit Points 76 (9d10 + 27) humanoids. In the deadly depths damage. with constantly stare and blink. and account of how the panoptes came to be claims their bizarre divination rituals determine how the that they once were humans. the perfectly proportioned gigantic human. While in sunlight. or and withdraw to deep underground caves. range 20/60 ft. They share a common history of bondage tradition of sharing everything with “smallfolk”. halflings. Giant high in the mountains. ways. Hit: 13 (2d8 + 4) slashing   Underground Gardeners. and from Greek mythology and reviles the fomorians. fighting to postpone the inevitable. Clad in skins of STR DEX CON INT WIS CHA cave bears. Deep Speech.. unnatural plants that are nurtured by darkness Panoptes instead of sunlight. one target. and scythes as weapons. the jentilak have Rock. especially from the world magically warped by a mysterious underground above. the panoptes are stately and handsome. The most widespread pronouncements are followed religiously. lawful neutral (50%) or lawful evil (50%) Basque folklore. as well as on Wisdom ultimately supplant the jentilak. passive millennia ago. with grayish skin. while the latter are misshapen and but growing minority questions the wisdom of revolting. Their   Transformed Humans. Melee Weapon Attack: +6 to hit. As a result.. each jentilak clan having a one as a leader. they wield gigantic garden tools such 19 (+4) 15 (+2) 16 (+3) 15 (+2) 17 (+3) 10 (+0) as sickles. dwarves. Hit: 15 (2d10 + 4) bludgeoning damage. Senses darkvision 60 ft. before the smaller races came into Perception 15 being. the jentilak Origins: The panoptes is based on a creature occupy a vital niche in the sunless realms. helps them organize their defenses and protect   Standing 15 feet tall. They have adapted to grow strange fungi and bizarre. others might murder or enslave them. As the “smallfolk” allies is within 5 feet of the creature and the ally isn’t became more civilized and powerful. their strong sense of community and orderliness creatures derived from Celtic mythology. Giants Legend | | EN GiantsofofLegend  ENWorld EN5IDER World EN5IDER . and engaged in never-ending warfare. unkempt Speed 40 ft. the jentilak ruled over and highly empire Languages Common. except for their mastery of agriculture. roll against a creature if at least one of the jentilak’s and other younger races. Stealth +4   Self-Fulfilling Prophecy. range 60/240 survived by leaving behind most of their civilized ft. they Challenge 3 (700 XP) shared their achievements (such as metalworking Pack Tactics. and milky-white eyes. the soothsayer ACTIONS commanded the giant race to abandon their cities Scythe.

Hit: 27 (5d10) force damage.900 XP) combatants. can avert its eyes to avoid the saving throw at the Spellcasting.  Sworn Guardians. the panoptes can force the ▶ It has 100 hit points and CHA 17 (+3). If it does so. A soothsayer has the same statistics as a common Stare of a Hundred Eyes. and a binding sense Hit Points 161 (14d12 + 70) of duty. truesight 120 ft. Ranged Spell Attack: +7 to hit. If a creature starts its turn jentilak. 3rd level (3 slots): clairvoyance. If it looks at the panoptes in the mean- The soothsayer has the following cleric spells time. +5 to hit with spell attacks). 1st level (4 slots): command. with the following changes: within 30 feet of the panoptes and the two of them ▶ It has challenge rating 4 (1. Melee Weapon Attack: +10 to hit. it takes Charisma (Intimidation) checks. speak with dead. can see each other. Huge giant. Magic Resistance. 4th level (1 slot): divination Eye Ray. A creature that isn’t surprised effects) and the Spellcasting trait (see below). Slam. makes them ideal guardians. this quality. A panoptes prepared: isn’t affected by its gaze if it sees its own reflection Cantrips (at will): resistance. Deep Speech. The panoptes has advantage on saving throws against spells and other magical Jentilak Soothsayers effects. spiritual weapon. it can’t see the panoptes spellcaster. A panoptes eats as much in Panoptes a century as a human does in a day. e EN World EN5IDER  |  Giants of Legend . the giants have either offered 23 (+6) 11 (+0) 20 (+5) 14 (+2) 19 (+4) 17 (+3) their services to other masters or still keep watch Skills Perception +14 over long-forgotten treasure vaults. the magic. waiting to Condition Immunities blinded. spare the dying.. 2nd level (3 slots): augury. prodigious strength. it must immediately make the save. Speed 40 ft.. detect Wakeful. cure wounds. passive of eyes produces an unnerving and exhausting Perception 24 effect in foes that dare approach them. creature to make a DC 15 Charisma saving throw if the ▶ It has a +7 bonus on Charisma (Persuasion) and panoptes isn’t incapacitated. The soothsayer is a 7th-level start of its turn.100 XP). sanctuary other half is always awake. The panoptes makes two slam attacks. lawful neutral coupled with their ever-wakefulness. Its spellcasting ability is Wisdom until the start of its next turn. one target.. zone ACTIONS of truth Multiattack. range 120 ft.. While half of a panoptes’ eyes are asleep. when it can avert its (spell save DC 13. 22 (4d10) necrotic damage and gains one level of ▶ It has the Magic Resistance trait (advantage on exhaustion. eyes again. reach 10 ft.   Even though the race that created them has STR DEX CON INT WIS CHA vanished long ago. and their Languages Common. or taking half damage and no exhaustion saving throws against spells and other magical on a successful save. On a failed save. and can suppress or resume the effects of its gaze as thaumaturgy a bonus action. one spirit guardians target. Hit: 19 (3d8 + 6) bludgeoning damage. frightened be released from their service. Giant powerful fists make short work of enemy melee Challenge 10 (5. unmatched Armor Class 17 (natural armor) eyesight. Their multitude Senses darkvision 120 ft.

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