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Quickie Tactics #4: Giants Fomorians are grotesque giants native to the feywild. Although
Quickie tactics offer a few quick steps to running monsters in D&D they still love to bop, they have a few more exciting attacks at their
5e. This special edition of Quickie Tactics focuses on the giants disposal.
from the Monster Manual. With a few exceptions, most giants are
1. Start combat 40 to 60 feet away from the party, ideally hidden
straightforward in their design—throw rocks, then bop with a
(they have decent Stealth).
melee weapon.
2. Open with Curse of the Evil Eye, targeting which character
seems to have the lowest Charisma (they’re arguably wise
Cloud Giant
enough to know who to target).
Cloud giants are the types of giants beanstalk climbing farms have
3. Continue to use Evil Eye on low-Charisma targets until a target
to deal with.
comes within 30 feet.
1. Stay 40 to 60 feet away from the party. 4. When a target comes within 30 feet of you, charge and hit with
2. Cast fog cloud on the party to blind ranged attackers. your greatclub while still using Evil Eye once per turn.
3. When melee characters emerge from the fog cloud, hit them
with rocks. Frost Giant
4. When a character gets within 40 feet of you, charge and hit with Frost giants have the typical throw rocks until a target comes into
your morningstar. range tactics.
5. Use gaseous form and misty step when you need to flee.
1. Start combat 40 to 60 feet away from the party.
2. Throw rocks at targets with ranged attacks or spells.
Cyclops
3. Switch to your greataxe when targets come within 30 feet of
Cyclopes are one-eyed creatures with inferior Wisdom.
you, then charge.
1. Try getting as close as possible to your targets, throwing rocks 4. Bonus: fight in cold terrain.
while you’re out of range.
2. Once within range of a target, hit them with your greatclub until Half-Ogre
they stop moving. Switch to the half-ogre if you want a fight with a giant but don’t
3. Cyclopes are probably not wise enough to know when to flee want to do as much damage as a regular ogre.
from a losing combat.
1. Start combat 40 to 60 feet away from the party.
2. Throw javelins at targets with ranged attacks or spells.
Ettin
3. Switch to your battleaxe when targets come within 30 feet of
Unlike most of the giants in the Monster Manual, ettins lack a
you, then charge.
ranged attack. For added comedy, have their heads argue with each
other.
Hill Giant
1. Get within bopping range. Like most other “true giants,” hill giants rely on simple tactics.
2. Bop the closest target.
1. Start combat 40 to 60 feet away from the party.
3. Keep bopping until the target stops moving. Then pick another
2. Throw rocks at targets with ranged attacks or spells.
target.
3. Switch to your greatclub when targets come within 30 feet of
you, then charge.
Fire Giant
Despite being the “tankiest” of all the giants, fire giants still rely on
the same tactics that most “true” giants do: throw rocks until a
Ogre
Ogres are basically just “small” hill giants.
target comes in melee range.
1. Start combat 40 to 60 feet away from the party.
1. Start combat 40 to 60 feet away from the party.
2. Throw javelins at targets with ranged attacks or spells.
2. Throw rocks at targets with ranged attacks or spells.
3. Switch to your greatclub when targets come within 40 feet of
3. Switch to your greatsword when targets come within 30 feet of
you, then charge.
you, then charge.
4. Bonus: fight near lava or fire.
Oni
Oni are fiendish ogres that come with a wide variety of interesting
spells. They arguably work best as support creatures.
Storm Giant
Storm giants are perhaps the most interesting of all the “true”
giants because they get some spells and can swim.
Troll
In a perfect world, players won’t use meta-knowledge when they
fight trolls. However, this isn’t a perfect world.