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The Book of Giants

Giants
Behemoths of the mortal worlds, and the founders of
civilization. Before there were dwarves, gnomes, elves,
halflings and human, two races populated the world, the
giants and the dragons. When the realms were new, and the
sun had yet to shine on the mortal planes, the gods promised
their children the right to the mountains and oceans that had
formed in the material planes. The mistake that was made,
was that the gods who made these promises never relayed
the information to others, and so the giants and dragons were
placed into the realms without the knowledge of the others
presence, at least, until they made contact and all out war
broke.
The Grilarstór War. During the 0th Era, otherwise known
as the Ingens Era, the gods placed their children upon the
mortal realms Muncaelo, Sanctus, and Relicta, as a gift to
their ultimate creations, hoping to bear witness to the growth
of their children as the too created and transformed the
realms. However, when the children of the god--the dragons
and giants--came into contact with each other, they entered a
bloody war that would last 1500 years, and become known as
the Grilarstór War.
The war wrought destruction across the realms, creating
mountain ranges, ripping continents apart, and bringing
about the creation of the several ancestral races, including
the dervern, and the The Scalnatus, who would evolve to
become dwarves and dragonborn, amidst other offshoots.
While most forget the finer details of the wars today, and the
first giants of Asguard retain the histories with failing
memories, all that is well remembered was that Draco came
down from the heavens to wipe the giants out, his legions
upon failure were then used to forge the first cursed blade of
victory; Draco's Folley, A dwarf betrayed the giants, allowing
for the dragon queen to escape from death, and subsequently
was cursed and turned into a dragon by Odin himself, and
that most of the sentient races, specifically humans, rose
from the blood and destruction of the war, and became the
dominant races of the Material Realms.
More than the Six
Ask about the many citizen residing in the town and villages
of the realms what giants there are, and you'd hear of the
original six--cloud, fire, frost, hill, stone, and storm--and other
simple facts, though often misconstrued by the lack of
experiences of those people. Ask a knowledgable man, or
parhaps an experienced adventurer, and you'd hear of the
giant kin--firbolgs, goliaths, and ogres--and learn that there
are more giants than at first presented.
Like the fearsome dragons, there are many more giants
than what is first presented with an introduction to the true
giants. Their hierarchical structure expands to include other
lesser known giants, such as the death, desert, forest, and
jungle giants, and within the many giant races, variants such
as the craa'ghoran, mountain, and phaerlin giants exist. Many
variants and irregular giants exist within their ordered
culture, however there are more who break away from the
hierarchy and enact as opponents to the true giants, despite
being giants themselves. These rare giants expand to include
the likes of the eldrtich giants, the Geriviar, and the
spriggans.

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Dark Portals. Portals to the Shadowfell manifest in
forgotten caverns and the dark gloom of abandoned
Cloud Shadow Giant structures. The giants that explore such places often discover
these portals and find themselves transported to the dark
Huge giant, neutral good (50%) or neutral evil
(50%)
realm. Elder giants who would explore these locals might
find themselves spirited away, never knowing that a portal
had appeared and taken them away.
Armor Class 14 (Natural Armor) Recast in Shadow. The transformation to a shadow giant
Hit Points 200 (16d12+96) happens over a period of years, during which time a giant's
Speed 40 ft. skin loses it's pigment, fading to a gray or charcoal hue. Its
hair become translucent and takes on a texture akin to wisps
STR DEX CON INT WIS CHA of shadows flowing from their heads, and its eyes paling to
pools of opalescent grays and purples. Shadow giants find
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) sunlight abhorrent, and they are weaker in bright light than
they are in darkness. Malumtra also has a dispiriting effect
Saving Throws Con +10, Wis +7, Cha +7 on its denizens, such that the longer a creature remains on
Skills Insight +7, Perception +7, Stealth +8 the plane, the more in tune with the planes distraught and
Damage Resistances necrotic unforgiving nature it becomes. As months and years pass for
Senses darkvision 120 ft., passive Perception 17 a giant on the Shadowfell, it becomes aware of the
Languages Common, Giant transformation being wrought upon it, and yet can do nothing
Challenge 14 (11,500 XP) to prevent it.
Back in the World. A shadow giant is so suffused with the
Keen Smell. The giant has advantage on Wisdom
(Perception) checks that rely on smell.
power of the Shadowfell that even a return to a Material
Realm can't undo their transformation. While some shadow
Living Shadow. While in dim light or darkness, the giants will work to trick others into suffering the same
giant has resistance to damage that isn't force, destructive fate as themselves, other will leave the first
psychic, or radiant. chance they get, recognizing that living in the shadows of the
Innate Spellcasting. The giant's innate spellcasting mortal realms is still a better life than living within Malumtra.
ability is Charisma. It can innately cast the following
spells, requiring no material components: Shadow Giant Template
At will: detect magic, fog cloud, light Any giant can transform into a shadow giant, whether it is
3/day each: feather fall, fly, misty step, telekinesis born in Malumtra or remains there for several years. When a
1/day each: control weather, gaseous form, darkness giant becomes a shadow giant, it retains its statistics except
Shadow Stealth. While in dim light or darkness, the as described below.
giant can take the Hide action as a bonus action. Damage Resistances. The giant has resistance to necrotic
Sunlight Sensitivity. While in sunlight, the giant has damage.
disadvantage on attack rolls, as well as on Wisdom Skill Proficiency: Stealth. The giant's proficiency bonus
(Perception) checks that rely on sight. is doubled for its Dexterity (Stealth) checks.
Living Shadow. While in dim light or darkness, the giant
Actions has resistance to damage that isn't force, psychic, or radiant.
Multiattack. The giant makes two morningstar Shadow Stealth. While in dim light or darkness, the giant
attacks. can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the giant has
Morningstar. Melee Weapon Attack: +12 to hit,
reach 10 ft., one target. Hit: 19 (3d8+8) piercing
disadvantage on attack rolls, as well as on Wisdom
damage.
(Perception) checks that rely on sight.
Variant Elements. If the giant has a feature that deals acid,
Rock. Ranged Weapon Attack: +12 to hit, reach cold, fire, lightning, or poison damage , change that damage
60/240 ft., one target. Hit: 30 (4d10+8) type to necrotic.
bludgeoning damage.
Craa'ghoran Giants
Craa'ghoran giants are the descendants of stone giants that
Shadow Giants were magically transformed by the elemental plane of earth
Shadow giants are giants that were either born in Malumtra and it's elementals.
or transformed by years spent within its dark domains. Some More Stone Than Giant. The appearance of the
shadow giants embrace the Shadowfell for its desolate craa'ghoran giants would lead one to mistake them for a
landscapes and dreary demeanor. Others seek to return to completely different species of giant, or even go so far as to
the Material Realms, to spread or escape the darkness of the call them a cross between an undead and an elemental. The
Plane of Shadow. energies of the elemental plane withing them warp their
bodies, treating it as untempered clays causing it to sag and
sludge across their skeletons, while their chests and backs
sprout stone spikes often to the point where a craa'ghoran
natural balance is offset by their earthen growths.
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Not all craa'ghoran giants suffer these physical defects, and
the older giants who are more attuned to their powers are
capable of forming a more solidified body, and even passing Craa'ghoran Giant
themselves off as normal stone giants. Huge giant, neutral evil
Masters of Mazes. The craa'ghoran giants are a solitary
species, preferring to live along away from other of their or
any giant kin. the only exception to this rule is when Armor Class 17 (Natural Armor)
craa'ghoran giants form small direct families, though one will Hit Points 127 (11d12+55)
never find more than four or five craa'ghoran giants living Speed 40 ft.
within close proximity. To maintain their solidarity, a
craa'ghoran giant will seek out a large natural space of stone STR DEX CON INT WIS CHA
within the Material Planes, or the Elemental Plane of Earth,
such as a vast mountain, or just beneath the surface of a vast 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
untouched local.
When a craa'ghoran giant descides upon their territory, Saving Throws Dex +5, Con +8, Wis +4
they will start to transform it into a vast maze. This is done Skills Athletics +12, Perception +4
for a variety of reasons, in part because the craa'ghoran as Damage Vulnerabilities thunder
part elemental consume stone as a form of sustenance, and Damage Resistances bludgeoning, piercing, and
in part because their newfound control of the earth is well slashing from nonmagical attacks
equipped for the construction of such large and sprawling Damage Immunities poison
Condition Immunities poisoned
structures. Beyond this, the craa'ghoran giants retain the love Senses Darkvision 60 Ft., passive Perception 14
of artistry that is preeminent within stone giant culture, Languages Giant
working this into their ever expanding mazes with beautiful Challenge 8 (3,900)
murals covering their passageway wall, ornate statues
housing within the many corners of their structures, and fine Innate Spellcasting. The giants's innate spellcasting
detailing permeating the bridges that cross the many caverns ability is Charisma (save DC 10, +2 to hit with spell
that the maze cuts through. attacks). The giant can innately cast the following
Many travelers stumble upon these boundless passages, spells, requiring no material components:
mistaking them for uninhabited ruins, to be explored and At will: mold earth, wall of stone
looted. Unfortunately for them, craa'ghoran giants tend to find 3/day: earthquake
visitors very unpleasing, and soon any intruder will find
themselves lost and in imminent threat of death at the giants Earth Glide. The giant can burrow through
nonmagical, unworked earth and stone. While doing
hand. Some adventurers and merchants may try to barter so, the giant doesn't disturb the material it moves
safe passage through a craa'ghoran giants territory with a through.
bribe, though in all likely hood, the giant will take the bribe
and then renege on the deal soon after. Stone Camouflage. The giant has advantage on
Dexterity (Stealth) checks made to hide in rocky
terrain.
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit: 19 (3d8+6) bludgeoning
damage.
Rock. Ranged Weapon Attack: +9 to hit, reach
60/240 ft., one target. Hit: 28 (4d10+6)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or
be knocked prone
Reaction
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.

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Eventually though, their desire for more powerful souls lead
them to manipulate the actions of both sides of the war,
leading the the deaths of several prominent giants and
dragons, and catching the eye of the giant king Odin. Once
Odin was made wise to the actions of Hel to consolidate
more power by leading her own kin to their deaths, he
decided to take action, partitioning the gods to strip her of
her divinity, and then sealing the majority of her powers
himself, trapping her true body within a new realm, that now
acts as her prison. Following this turn of events, Odin exiled
the death giants, forcing them to fend for themselves, and
creating the first of the renegade giant tribes, of many to
come.
Adapted to Exile. After their exile from Giant Society, and
the subsequent imprisonment of their only leader, the death
giants were left to collect themselves and start a new society.
Turning to magic, they adapted to their new predicaments,
changing their bodies to be immune to the transformations of
the shadowfell, and attaching their souls to that of Hel and
her new prison, forever feeding her and assuring she did not
die. Because of this, a death giants soul is not theirs, and they
can't be revived after death, with their soul leaving to
empower Hel in the hopes of one day being able to break free
from her prison. However, the souls of the death giants alone
were not enough, and while it will take eons to free Hel, it
would take eons more if they did so through simple sacrifices
of their kin, and thus the death giants returned to what they
do best, collecting souls and empowering themselves.
Collectors of Souls. A death giants position within the
death giant's society is determined by the amount of souls
they have collected and infused into their bodies, with the
greatest collectors being treated as leaders for the smaller
clans. This in term feeds into empowering Hel from beyond
her prison, with the empowered death giants souls going to
Hel's new realms; the death giant afterlife, where only the
souls of the death giants may go.
Death Giant Chain Reapers
Death Giants While most of the death giants are focused purely on the
Collectors of lost souls, death giants traverse between collection of souls, the exceptional few dedicate themselves
Malumtra, Limbo, and the Material Realms to collect any and to following in the ways of Hel, empowering themselves and
all souls for their own purposes. Before the appearance of the taking up chains to bind the souls they take.
goddess of the dead, the first death giant--Hel--was the Hunters in Sight. While it is common for death giants to
collector of all souls. During the Grilarstór War, she collected seek other creatures to slay and collect souls, a death giant
any and all souls of the deceased and, using a technique she chain reaper will excel in the task, gaining power quickly, and
acquired through nefarious means, empowered herself, seeking targets to slay, fearing next to no consequences.
becoming the first goddess of the dead, and overshadowing While often a bit more brutish than other death giants, the
all other children of the gods, while preventing the souls she chain reapers required success elevates their confidence,
collected from reaching their proper afterlives. causing them to risk hunting in more dangerous local, and
Withdrawn from the Hierarchy. After achieving divinity, often targeting small to mid sized settlements within the
Hel taught her children the secrets of manipulating the souls Material Realms. This has the strange side effect of having
their swore to collect, tainting the death giants, but causing more people see death giant chain reapers than death giants
them to grow in power. While they, for a time, grew to be n general, as the actions of the chain reapers are often
more powerful than any other giants or dragons, they refused accounted by many survivors, where regular death giants
to participate in the Grilarstór War, suggesting that their job target smaller groups, and leave less evidence of their
of collecting souls was all that matters, and that they held no presence behind.
stake in who one between the giants and the dragons.

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Death Giant Death Giant Chain
Huge giant, neutral evil
Reaper
Armor Class 17 (chain mail) Huge giant, neutral evil
Hit Points 230 (20d12+100)
Speed 50 ft. Armor Class 17 (chain mail)
Hit Points 230 (20d12+100)
Speed 50 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 21 (+5) 12 (+1) 17 (+3) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Con +9, Wis +7, Cha +8 30 (+10) 14 (+2) 21 (+5) 14 (+2) 19 (+4) 20 (+5)
Skills Arcana +5, History +7, intimidation +8,
Perception +7 Saving Throws Con +9, Wis +8, Cha +9
Damage Resistances cold; bludgeoning, slashing and Skills Arcana +6, History +8, Intimidation +9,
piercing damage from non magic weapons Perception +8
Senses darkvision 60 ft., passive Perception 17 Damage Resistances cold, lightning, necrotic
Languages Common, Giant Damage Immunities poison; bludgeoning, piercing,
Challenge 12 (8,400 XP) and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 18
Innate Spellcasting. The giants's innate spellcasting Languages Common, Giant
ability is Charisma (save DC 16, +8 to hit with spell Challenge 19 (22,000 XP)
attacks). The giant can innately cast the following
spells, requiring no material components: Innate Spellcasting. The giants's innate spellcasting
3/day: dispel magic, inflict wounds, blight ability is Charisma (save DC 18, +10 to hit with spell
1/day: flame strike attacks). The giant can innately cast the following
spells, requiring no material components:
Soul Healing. The giant is immune to necrotic 3/day: dispel magic, inflict wounds, blight
damage, and instead is healed by it. for every point 1/day: flame strike, power word kill
of necrotic damage dealt to the giant, add the
damage to its hit points. Soul Healing. The giant is immune to necrotic
Sold Soul. A death giant cannot be raised, damage, and instead is healed by it. for every point
resurrected, or reincarnated. A death giant's soul is of necrotic damage dealt to the giant, add the
utterly destroyed 1 round after the giant's death. damage to its hit points.
Sold Soul. A death giant cannot be raised,
Actions resurrected, or reincarnated. A death giant's soul is
Multiattack. The giant makes two greataxe attacks. utterly destroyed 1 round after the giant's death.

Greataxe. Melee Weapon Attack: +13 to hit, reach 5 Actions


ft., one target. Hit: 26 (5d6+9) slashing damage. Multiattack. The giant makes three chain attacks.
Rock. Ranged Weapon Attack: +13 to hit, reach
60/240 ft., one target. Hit: 31 (4d10 + 9) Reaper's Chain. Melee Weapon Attack: +14 to hit,
bludgeoning damage. reach 20 ft., one target. Hit: 28 (7d4+10) slashing
damage.
Frightful Keening. The souls around the giant give off
a frightening presence. Each creature of the giant's Frightful Keening. The souls around the giant give off
choice that is within 120 feet of the giant and aware a frightening presence. Each creature of the giant's
of it must succeed on a DC 19 Wisdom saving choice that is within 120 feet of the giant and aware
throw or become frightened for 1 minute. A of it must succeed on a DC 20 Wisdom saving
creature can repeat the saving throw at the end of throw or become frightened for 1 minute. A
each of its turns, ending the effect on itself on a creature can repeat the saving throw at the end of
success. If a creature's saving throw is successful or each of its turns, ending the effect on itself on a
the effect ends for it, the creature is immune to the success. If a creature's saving throw is successful or
giant's Frightful Keening for the next 24 hours. the effect ends for it, the creature is immune to the
giant's Frightful Keening for the next 24 hours.

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Desert Giant Sand
Shifter
Huge giant, neutral

Armor Class 17 (Natural Armor)


Hit Points 175 (14d12+84)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 10 (+0) 23 (+6) 11 (+0) 16 (+3) 13 (+1)

Saving Throws Str +9, Con +8, Cha +4


Skills Perception +4, Stealth +3, Survival +4
Senses passive Perception 14
Languages Giant
Challenge 8 (3,900 XP)

Desert Camouflage. The giant has advantage on


Dexterity (Stealth) checks made to hide in desert
terrain.
Raise Ancestor. Once per week, a desert giant sand
shifter can raise 4 (1d6) dead ancestors to aid it. the
raised ancestors use the desert giant stat block, and
fade into sand after 24 hours, or when their hit
points hit 0, whichever may come first.
Actions
Desert Giant Multiattack. The giant makes two scimitar attacks.
Huge giant, neutral
Scimitar. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 20 (4d6+6) piercing damage.
Armor Class 17 (Natural Armor)
Hit Points 138 (12d12+60) Earthen Mount. The giant can mold the sand into a
Speed 40 ft. giant horse. when this horse is summoned, the
giants size is gargantuan, and its speed is 120 ft.
The giant also follow mounted combat rules.
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 10 (+0) 12 (+1) 10 (+0)
Desert Giant
Saving Throws Str +9, Con +8, Cha +3
Skills Perception +4, Stealth +3, Survival +4 Gigantic shepherds of the wastelands, the desert giants are a
Senses passive Perception 14 nomadic species of giant found wandering the endless seas
Languages Giant of sand and stone with their tribes and cattle. They cared
Challenge 7 (2,900 XP) little for outsiders, preferring to remain independent to their
own tribes, and scarring off those who would oppose their
Desert Camouflage. The giant has advantage on wills.
Dexterity (Stealth) checks made to hide in desert Nomads. Desert giants are nomadic in nature. After the
terrain. events of the Grilarstór War, the desert giants set off to settle
the vast deserts of the Material Realms, and establishing a
Actions couple grand desert empires. These empires didn't last
Multiattack. The giant makes two spear attacks. however, and the desert giants were cursed by the gods and
broke into tribes who wander the planes of sand to this day.
Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., In modern times, desert giants maintain free roaming
one target. Hit: 16 (3d6+6) piercing damage. cattle, following the herd and the rain to wherever they may
Spear (Thrown). Ranged Weapon Attack: +9 to hit, find what they need to survive. Nomads would only settle
range 60/180 ft., one target. Hit: 16 (3d6+6) down to wait out sandstorms, finding walled cities willing to
piercing damage. let them shelter behind their walls for a short period of time,
before taking off again to find new vegetation.

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Lawless Lands. The desert giants took from the lands what Desert giant sand shifters who are rejected from their
was required to survive, and maintain their herds. They tribes may wander the deserts alone, maintaining their own
believe that the boons of the land--water, vegetation, spices private herds, or working with other races to survive, but
and more--belong to whoever takes them, and see the farms more often than not, a sand shifter will settle in or near a
and settlements of other races as nothing more than an desert giants graveyard, guarding the remains of the dead,
obstacle. using the stone pillars to ward off any intruders, and aiding
Most people who live within these harsher landscpaes will any desert giants who come to settle down for their final
ignore the actions of the desert giants, seeing them as a form days.
of inescapable plague, and often bribing them with salt, cloth, Controllers of the Curse. Desert giants born with the
spices, and metal to leave the lands be. While a few larger innate power to control the remains of the cursed ancestors
cities have employed adventurers to ward off the actions of do so through control of the curse itself. A desert giant sand
desert giants, the size of a tribe and the strength of the giants shifters curse is actually hampered by their abilities, allowing
often lead to battles being drawn out and bloody. them to temporarily release the curse on the corpses of the
Mercenaries and Thieves. Not all desert giants remain dead, and temporarily animate them, while also delaying the
with the tribe throughout the year. Young males will often onset effects of the cure upon themselves. While most desert
leave their tribes for extended periods of time to act as giants can only live to 400 years before the curse turns them
mercenaries, guarding settlements, and sultans, or acting as to stone, a desert giant sand shift can live to 600 years, with
both guards and guides for caravans making their way some even staving off the curse beyond that.
through the desert. Once they have completed several jobs, Sand Riders. A desert giant sand shifters ability goes
they'll return to their tribes with any boons they have earned beyond reanimating the stony corpses of their dead however,
and then distribute it among the people. and extend to full control over the sands they walk upon.
More often then that, younger members of a desert giant Sand shifters can manipulate the particles of dirt to craft
tribe that has come on hard times, or lost their herds, will use animalistic creatures for which they will ride. Reports even
their natural ability to blend in with the desert terrain to set exist of a sand shifter who warred against a large city with an
up ambushes. These ambushers will target any unlucky army of dead desert giants rider various horselike creates
merchant or adventurer who stumbles into their trap, and made entirely of sand.
plunder them of any resources the giants find to be useful to
them. Eldritch Giant
From Flesh to Stone. When a desert giant nears the end The forgotten brother of the storm giants, and the direct
of its lifespan, it start to turn into sandstone or salt. This is a offspring of Odin, and his search for the wisdom of the
curse placed upon the desert giants, by the gods for the worlds, the eldritch giants are formidable masters of swords
misdeeds of their ancestors, and has been with the and magic. Seeking out knowledge and creating powerful
descendants of the desert giants for millenia. artifacts, these giants are one opponent even other giants
Due to their inevitable, and unpreventable deaths, desert would avoid fighting.
giants, upon witnessing the first sings of their decay into Arcane Seekers. As descendants of Odin, eldritch giants
stone--their eyes turning brown--will migrate away from their experience an unearthly drive to seek out the secrets of the
tribes, leaving all but a few supplies and traveling towards the realms, focusing on unraveling the many secrets of magic. To
nearest desert giant burial grounds. this end, eldritch giants would seek out ruins and temples to
Once a desert giant has reached their final resting place, help with their personal research on spells, and collect
they will spend their last days resting amidst the stone bodies forgotten magical relics, or they would take the time to craft
of their kin and tending or consuming the few cattle they take their own magical items, as a means of manifesting their
with them. Eventually, when the end has come, the desert arcane knowledge or testing their magical hypothesis.
giant will pick a spot and transform into a rocky pillar, never Their desire for knowledge leads them to live solitary lives,
to revive again. only ever interacting with other eldritch giants to share notes
and ideas, but more often than not keeping their knowledge
Desert Giant Sand Shifter to themselves and hiding away in their studies or in long lost
Among the desendants of the cursed desert giants, some are ruins. The eldritch giants were more likely to meet with
born with an innate control over it. These desert giant sand settlements, seeking out materials that they themselves could
shifters are capable of summoning their dead bodies of their not produce, then to meet with other eldritch giants.
ancestors to fight battles for them, and can control the sands Beyond this, eldritch giants also liked to collect lores,
of the lands they wander to create creatures for them to ride secrets of forgotten civilizations, and the stories of the
into battle upon. happenings of the cosmos. To this end, many lore seekers
Sought or Shunned. Giants born with the powers of a would attempt to meet with the eldritch giants to try and
sand shifter are rare amidst the tribes of the desert giants. learn their forgotten secrets, however while eldritch giants
Because of the spread of the desert giant culture, different would conduct business with the settlements of humans and
tribes react to a desert giant sand shifter differently, with other humanoids, they didn't like to be bothered and would
some tribes raising them to be leaders and protectors of the turn hostile if offended.
tribe, using their abilities to raise their dead to guard the new Runechild. The eldritch giants were created by Odin after
generations, while others reject sand shifter, viewing them as his discovery of runes and their magical abilities. Using this
necromatic monsters who disrupt the remains of the dead. newfound source of power, he crafted the verve rune as a
powersorce and then made the first of the eldritch giants,
based on the structure of the storm giants, the difference

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8
Variant: New Giant Options
Eldritch Giant Some adult eldritch giants can channel arcane
Huge giant, neutral evil power through their bodies and release it with a
destructive stomp. This ability is represented by
Armor Class 18 (plate) the following action option.
Hit Points 230 (20d12+100) Eldritch Stomp (Recharge 6). The eldritch giant
Speed 50 ft. stomps the ground, releasing a wave of eldritch
energy. All other creatures within 15 feet of the
giant must succeed on a DC 18 Constitution
STR DEX CON INT WIS CHA saving throw or take 33 (6d10) force damage. On
a successful save, a creature takes half as much
27 (+8) 14 (+2) 20 (+5) 20 (+5) 16 (+3) 18 (+4) damage.
Saving Throws Str +13, Con +10, Int +10, Cha +9
Skills Arcana +10, Athletics +14, History +10,
Perception +8
Damage Resistances cold, lightning, thunder
Damage Immunities force
Senses passive Perception 18
Languages Common, Giant
Challenge 18 (20,000 XP)

Arcane Eyes. The giant is capable of discerning what


is magic and what is not. the giants vision is
constantly under the effects of the detect magic
spell.
Innate Spellcasting. The giant's innate spellcasting
ability is Intelligence (spell save DC 18, +10 to hit
with spell attacks). It can innately cast the following
spells, requiring no material components:
At will: dispel magic (5th level), magic missile (2nd
level)
3/day: dimension door
1/day each: globe of invulnerability, magic weapon
(6th level), shield
Magic Resistance. The giant has advantage on saving
throws against spells and other magical effects.
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 29 (6d6+8) slashing damage.
Rock. Ranged Weapon Attack: +13 to hit, range
60/240 ft., one target. Hit: 34 (4d12+8)
bludgeoning damage.
Arcane Strike (Recharge 5–6). The giant releases a
magical 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) force damage on a failed save, or half as
much damage on a successful one.

Beastiary | Giants
9
is their connection to the verve rune granted them powers Nowadays, it is most common to find a forest giant within a
over magic that normal storm giants didn't have, and caused secluded thicket of woods, or living nearby some sort of
their skin to grow purple and eltricth birthmarks to appear natural grove. Forest giants don't live together, only doing so
across their bodies. to raise kids until adulthood, and live individually nearby
Odin had hoped these new giants would act as a more these natural locations. While forest giants are by no means
powerful replacement for the storm giants during the completely solitary creatures, often living and interacting
Grilarstór War, however his own destructive desire for the with druids and elves, they as a people have determined that
truth was indicative of the nature of his new creations, and spreading their influence is the best way to maintain the
despite being powerful, the eldritch giants shunned the environments they protect.
waring nature of the children of gods, and abandoned the Serene. Forest giants are peace keepers by nature. Their
giant clans to act upon their own desires, sometimes even beliefs to the forest cause them to view humanoids as
trading information with the dragons, causing many giants to another creature that needs direction and upkeep. Because of
see them as a threat to themselves. this, forest giants are not hostile, and will leave fighting to the
Cousins of Thunder. Being created by the first storm last option. Do not mistake this for infinite patience however,
giants as an improved version of themselves, the eldritch as if a forest giant believes they have been greatly slighted, or
giants shared a lot of similarities with that of the storm that their domain they protect is in danger, they will forsake
giants, including similar constitutions, strengths and wisdom their peaceful ways and decimate any opponents they may
of the elder storm giants. Even so, the eldritch giants meet, even if they are other giants.
connection to the verve rune caused them to connect to the Beyond this, most forest giants are primarily herbivores.
pure magical energy of the realms as opposed to the energies While they are capable of eating meet, their preference to
of the stormy skies. avoid killing leads them to limited dietary options. To prevent
At first, this difference did not lead to too much enmity themselves from starving, they maintain certain editable
between the storm giants and this newly created race, but plants and supplement the rest of their livelihoods with
when the eldritch giants stared to show signs of disrespect to magic. This has the adverse effects of shortening their
those who came first, and started to show their true lifespans, causing forest giants to be one of the most short-
capabilities, the storm giants--lead by Thor--sought to lived of the giant races, often making it no longer than 150
eradicate the eldritch giants to eliminate the new potential years.
threat of them changing the hierarchy of the giant races and
removing the power of storm giants. Forest Giant Prognosticator
This, paired with the trading of information between the While most forest giants find them selves in tune with nature
eldritch giants and dragon was used as an excuse, and the and protecting it, some go a step farther, communing with it,
eldritch giants were hunted down as traitors and removed and becoming druids. These giants are revered as elders and
from the greater giant society. The eradication wasn't all too exemplars within forest giant culture, and many hope to one
successful, thanks in part to the great strength of the eldritch day achieve this level of coexistence with the gardens they
giants, but feeling abandoned by Odin, and no longer a part of tend to.
the giants culture, the eldritch giants made it a point to kill Holistic Endeavors. While many forest giants guard their
any storm giants they come across, and a never ending patches of woods as outsiders and controllers, a forest giant
message to those who betrayed them. Prognosticator will often attune themselves to the forest
Forest Giant itself, only acting when they feel that inactivity is most
imperative. Beyond this, they let the cycles of their garden
Forest giants are benign, nature loving caretakers who progress naturally, with plants and animals dying as death
maintain and nurture the forests they live within. Allied with comes for them, and new life growing from what is left
the elves, forest giants will create animal sanctuaries, behind. Some forest giant prognosticators will even allow the
protecting the wildlife from hunters and growing the plantlife wisps of flame to engulf their homes in wildfires if they
within these giant, natural gardens. believe it is time for a rebirth of the land, allowing the
Guardians of the Woods. When the averians--ancestors of nutrients of the charred wood to start growing anew.
the elves--first entered the Material Realms, they aligned Masters of Nature. Although they prefer to remain
themselves with the newly independent forest giants, living inactive, allowing the progression of the forests they call
amidst their terrain and impacting each others culture to the home to follow their natural paths, forest giant
point where the will of nature became more important than prognosticators can enforce their will on the plant-life they
the bickerings of giants and dragons to the likes of the forest surround themselves in. Using this innate understanding of
giants. While still apart of the giant hierarchy, the forest the fauna and flora they connect with, they can enact magic
giants rank lower than the likes of the hill giants due to their to combat and control, and even see into the future.
disposition and dislike of the greater actions of the giant They use these skills to prepare for up[coming events,
races, preferring to maintain their territories and work coming to grips with the way the world is to be. Some who
together with the smaller races as opposed to causing attain this power will act more stern and cave to their desire
ruckuses and fighting for strength. to protect their homes, but these prognosticators are few and
deemed as improper by their peers.

Beastiary | Giants
10
Forest Giant Forest Giant
Huge giant, neutral
Prognosticator
Armor Class 14 (leather armor) Huge giant, neutral
Hit Points 147 (14d12+56)
Speed 40 ft. Armor Class 13
Hit Points 147 (14d12+56)
Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4)
STR DEX CON INT WIS CHA
Saving Throws Dex +7, Con +8, Wis +7 22 (+6) 16 (+3) 19 (+4) 16 (+3) 19 (+4) 18 (+4)
Skills Nature +7, Perception +7, Stealth +7, Survival
+7 Saving Throws Dex +7, Con +8, Wis +8
Senses passive Perception 17 Skills Arcana +7, Nature +8, Perception +8, Stealth
Languages Giant, Sylvan +7, Survival +8
Challenge 8 (3,900 XP) Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Forest Camouflage. The giant has advantage on Senses passive Perception 18
Dexterity (Stealth) checks made to hide in forest Languages Giant, Sylvan
terrain. Challenge 11 (7,200 XP)

Actions Forest Camouflage. The giant has advantage on


Dexterity (Stealth) checks made to hide in forest
Multiattack. The giant makes two attacks with its
terrain.
spear.
Innate Spellcasting. The giant's innate spellcasting
Spear. Melee or Ranged Weapon Attack: +10 to hit, ability is Charisma (spell save DC 16). It can innately
reach 15 ft. or range 60/240 ft., one target. Hit: 16 cast the following spells, requiring no material
(3d6+6) piercing damage or 19 (3d8+6) piercing components:
damage when wielded with two hands as a melee At will: detect good and evil, detect magic, locate
weapon. animals or plants, mind spike
Log. Ranged Weapon Attack: +10 to hit, reach 3/day each: foresight, true seeing
60/240 ft., one target. Hit: 28 (4d10+6)
bludgeoning damage. If the target is a creature, it Actions
must succeed on a DC 17 Strength saving throw or Multiattack. The giant makes two attacks with its
be knocked prone. staff.
Staff. Melee: +10 to hit, reach 15 ft. or range
60/240 ft., one target. Hit: 16 (3d6+6) bludgeoning
damage or 19 (3d8+6) bludgeoning damage when
In a given situation where a forest giant prognosticator finds wielded with two hands.
that their only solution to a problem is to act, they will bring Animate Trees (1/Day). The giant magically animates
the forest itself to life, allowing the trees they live between to one or two trees it can see within 60 feet of it.
uproot themselves and take form, becoming treant like These trees have the same statistics as a treant,
creatures that will combat anything they believe is a threat to except they have Intelligence and Charisma scores
themselves, their homes, and the forest giant prognosticator. of 1, they can't speak, and they have only the Slam
action option. An animated tree acts as an ally of the
giant. The tree remains animate for 1 day or until it
dies; until the giant dies or is more than 120 feet
from the tree; or until the giant takes a bonus action
to turn it back into an inanimate tree. The tree then
takes root if possible.

Beastiary | Giants
11
Geriviar
Gigantic beasts with an inherent rage towards structures, the Geriviar
geriviars are a rare breed of giant, not normally witnessed or Huge giant, chaotic evil
even references amidst the hierarchical structure of the
giants overarching society. Often living within secluded Armor Class 19 (natural armor)
environments, the geriviar were often contracted to help Hit Points Hitpoints
armies to deal with fortified cities and other structures. Speed 70 ft.
Pathological Rage. For reasons unknown by all but the
gods and elder giants, the geriviars possess a strange, all
consuming loathing for permanent structures of any kind. STR DEX CON INT WIS CHA
The sight of a structures, such as a tower of fortified wall 30 (+10) 18 (+2) 24 (+5) 12 (+1) 10 (+0) 10 (+0)
pulls a rage from deep within their subconscious, and offends
them on a personal level. Saving Throws Str +17, Dex +9
Paired with their inflexible, and stubborn personalities, the Damage Resistances bludgeoning, piercing, and
geriviars are known to immediately destroy any structures slashing from nonmagical attacks that aren't
they come across, and those who built or reside within them. adamantine
Unyielding in this pursuit of destruction, once a geriviar had Damage Immunities fire, poison, thunder
set it's mind to something, death was usually the only means Condition Immunities poisoned
of stopping it, unless one with a will as strong as the geriviars Senses passive Perception 10
were to step in. Languages Giant
Siege Engines Manifested. While it is unknown--the Challenge 21 (33,000 XP)
cause of the gerivars inherent hatred--it cannot be disputed
that gerivars are the perfect siege weapons. Skilled in the Innate Spellcasting. The giant's innate spellcasting
dismantlement of structures such as siege towers and ability is Charisma (spell save DC 15). It can innately
defensive walls, being able to convince a geriviar to aid your cast the following spells, requiring no material
armies can act as a great boon for you, assuming you yourself components:
do not use any fortifications while in the presence of the 1/day: invisibility
giant. Magic Resistance. The giant has advantage on saving
It should be recognized however, that while great aids in throws against spells and other magical effects.
war, the geriviar themselves often avoid armor and weapons,
fighting in a more primal style with their fists and their Siege Monster. The giant deals double damage to
naturally produced nodules. Paired with their enhanced objects and structures.
healing, one might mistake them for gigantic mindless Regeneration. The giant regains 10 hit points at the
beasts, if not for their capability to communicate when not in start of its turn. If the giant takes acid or cold
a blind rage. damage, this trait doesn't function at the start of the
giant's next turn. The giant dies only if it starts its
turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The giant makes two slam attacks.
Slam. Melee Weapon Attack: +17 to hit, reach 5 ft.,
one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +17 to hit, range
60/180 ft., one target. Hit: 32 (4d10+10)
bludgeoning damage.
Explosive Nodules (3/day). The giant rips off one of
its nodules and throws it at a spot with 30 ft. of it.
All creatures within a 10 ft. radius of the nodules
landing spot must make a DC 15 Dexterity saving
throw, taking 18 (4d8) fire damage and 21 (6d6)
piercing damage on a failed save, or half as much on
a success.

Beastiary | Giants
12
Jungle Giant the hunt was worthy of respect, no matter their size or race. If
Cousins to the forest giants, the jungle giants are descended game became scarce, or the population of giants grew too
from those who sought out other lands, disconnected from large, many would wander from the jungles, heading to hunt
the ways of Freya and her kin, the jungle giants live in a more in nearby safaris and grasslands, though their natural
tribal society, living off the land and hiding amidst the tall disadvantage in these locals would eventually lead them back
tree, without the interactions that you would see from a to their preferred habitat.
normal forest giant.
Top of the Food Chain. Withing the southern jungles of Mountain Giant
Ildebadric continent, the jungle giants seek out prey to Brutish cousins of the hill giants, the mountain giants are
sustain themselves. Jungle giants are carnivores, seeking out cruel and erratic hill giants that adapted to living within
and hunting any game they can find amidst the dense bush of mountainous terrain over the course of generations. Often a
the outback. While smaller creatures are less likely to be little smaller than the likes of your typical hill giant, their
hunted, seeing as they are little more than a snack to the likes reduced stature was made up by their extreme hardiness and
of a giant, large cats, lizards, and snakes are often hunted strength, being capable of feats on par with the likes of the
within an area until the giants decide to move onto locations fire giants.
with better game. Civil Split. The clans of hill giant who would give birth to
After they have skinned the creatures and consumed the the line of giants that would one day become the mountain
meats, they utilize the bones and skins to craft themselves giants split off from the hill giant society in the later half of
cloths and tools, often creating axes, spears and daggers out the first era. While specific records of these event have been
of them along with boulders and trees. With these tools, lost through the generations, primarily to a lack of
giants will set up large traps designed to incapacitate and kill documentation and an inconsistent oral tradition maintained
their targets. Often carrying large knives with them, many by both hill and mountain giants alike, but both sides claim
jungle giants are trained to be efficient with their kills and that the split was due to a civil war within the hill giants
work, allowing their lifestyle to be maintained. society, that inevitably ended with either the abandonment, or
Respect of the Hunter. Jungle giant--unlike most of the exile of the forest giant forefathers.
other giant kin-- prefer to work alongside the likes of humans Mountain Networks. Mountain giant clans would consist a
and other humanoids. Often joining other humans for hunts, several groups of small families living throughout a mountain
the jungle giants have garnered an appreciation for the sheer rang, with each family being regulated to a single peak. Often
volume of humans, often working to have a large group chase lead by a shaman who leads the occasional gatherings of the
off prey into the waiting ambush of the jungle giants. Because families, and visitors who come seeking an audience with the
of these cooperative hunts, many jungle giants are sighted in tribe, the giants would share information between the
the presence of human tribals. families to help maintain their control over their shared
Jungle giants respected the assistance of these littlefolk, territory.
and believe that any creature brave enough to participate in

13
Jungle Giant Mountain Giant
Huge giant, neutral Huge giant, chaotic evil

Armor Class 14 (leather armor) Armor Class 15 (natural armor)


Hit Points 147 (14d12+56) Hit Points 126 (11d12+55)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4) 21 (+5) 8 (-1) 20 (+5) 9 (-1) 9 (-1) 10 (+0)

Saving Throws Dex +7, Con +8, Wis +7 Skills Perception +2


Skills Nature +7, Perception +7, Stealth +7, Survival Senses passive Perception 12
+7 Languages Giant
Senses darkvision 60 ft., passive Perception 17 Challenge 5 (1,800 XP)
Languages Giant, Sylvan
Challenge 8 (3,900 XP) Domineering Words. Mountain giants are skilled at
convincing other creatures to do work for them. The
Jungle Camouflage. The giant has advantage on giant has advantage on all Charisma checks to
Dexterity (Stealth) checks made to hide in jungle persuade or command beasts, monstrosity, swarm
terrain. of tiny beasts, and even some types of giants (hill
giants, ogres, and trolls).
Actions Keen Smell. The mountain giant has advantage on
Multiattack. The giant makes two attacks with its Wisdom (Perception) checks that rely on smell.
spear.
Actions
Dagger. Melee or Ranged Weapon Attack: +10 to
hit, reach 5 ft. or range 20/40 ft., one target. Hit: 13 Multiattack. The giant makes two greatclub attacks.
(3d4+6) piercing damage.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10
Giant Bow. Ranged Weapon Attack: +7 to hit, range ft., one target. Hit: 18 (3d8+5) bludgeoning
150/600 ft., one target. Hit: 13 (3d8+3) piercing damage.
damage.
Rock. Ranged Weapon Attack: +8 to hit, range
Log. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: 21 (3d10 + 5)
60/240 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.
bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or
be knocked prone.

It is in the best interest of any adventurers and other typical


travelers who enter the territory of a mountain giant tribe to
seek out an audience with the shaman, as most other
mountain giants will attack or rob you outright otherwise.

Beastiary | Giants
14
Ancient Prisoners. Long ago, the stone giants who would
come to be the first of the phaerlin were enslaved, and
Phaerlin Giant imprisoned by the drow, treated as large brutes forced to
perform tasks within mines, creating new tunnels and
Huge giant, neutral structures, and fending off monster attacks for their new
masters. Their presence helped the drow to eventually create
Armor Class 18 (natural armor) a permanent foothold within the underdark that has proven
Hit Points 202 (13d12+78) to be resilient to this day.
Speed 50 ft. This slavery would not end however, and eventually lead to
drow experiments with dark magic being performed on the
STR DEX CON INT WIS CHA phaerlin to enhance more desired features for combative
purposes, as well as dumb them down to make them easier to
23 (+6) 15 (+2) 22 (+6) 7 (-2) 12 (+1) 15 (+2) control. These experiments failed in the end, and the
resulting mutations would bee seen within the phaerlin for
Saving Throws Dex +5, Con +8, Wis +4, Cha +5 generations to come.
Skills Athletics +12, Perception +4 Solitary Beasts. Eventually, some of the phaerlin broke
Senses blindsight 60 ft., darkvision 120 ft., passive free from their restraints and ran with wild abandon into the
Perception 14 winding tunnels to be unseen for years. While these wild
Languages Giant phaerlin have reproduced--making them a normal part of the
Challenge 9 (3,900 XP) underdarks ecosystem--they are a rare species, living solitary
lives of hunting and having low numbers.
Stone Camouflage. The giant has advantage on
Dexterity (stealth) checks made to hide in rocky
On rare occasions, two to three phaerlin would cooperate,
terrain.
but this was always temporary, and they would soon after
return to what would be their marked territories. This is
Keen Smell. The giant has advantage on Wisdom consistant with most interactions with the phaerlin who,
(Perception) checks that rely on smell. while sentient, were barley capable of speech, and held no
culture. This incapability of forming social connections and
Actions repressing their instinctual desires prevented them from ever
Multiattack. The giant makes two attacks, one with leaving their dark homes and returning to the society of other
its bite, and on e with its claws. stone giants, furthering the divide between the two now
distinct species.
Bite.* Melee Weapon Attack:* +9 to hit, reach 5 ft.,
one target. Hit: 16 (3d6+6) bludgeoning damage.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 13 (3d4+6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or
be knocked prone.
Frightful Howl (Recharge 6). Each creature that is
within 120 feet of the giant and can hear it must
succeed on a DC 15 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 Howl for the next 24 hours.

Phaerlin Giant
The phaerlin giants were migratory stone giants who moved
deep into the underdark. Hunched over due to the restraining
space of the many caves, and often crawling on all fours as
opposed to standing, the phaerlin were mutated and adapted
to survival in the harsh environment of the underdark,
abandoning their reason, and becoming a feral monstrosity to
be feared withing the howling caves where the light doesn't
shine.

15
Forgotten Giants. In times forgotten, the spriggan were
giantkin, weaker than the likes of the firbolg and goliaths with
Spriggan whom the spriggan were closer to within the ordning. During
the war between giants and dragons, the spriggan were
Medium fey, chaotic neutral positioned within the feywild, seeking allegiances on behalf of
the storm giants from the fey lords that resided there.
Armor Class 17 (natural armor) Unfortunately, the Spriggan were abandoned by their kin
Hit Points 190 (20d8+100) within Mystramm, and over generations of missteps with the
Speed 30 ft. courts of the fay, and the magics of the realm, they were
transformed into the tree-like humanoids they appear as
STR DEX CON INT WIS CHA today, abandoning the giantkin outright in anger of the
betrayal they feel, and acting against the natural denizens of
18 (+4) 13 (+1) 20 (+5) 10 (+0) 16 (+3) 12 (+1) the realm they now call home as petty revenge for the curses
that have permanently transformed their species from the
Skills Animal Handling +4, Perception +6 powerful beings they once were to the musks of wood they
Damage Vulnerabilities fire have become.
Damage Resistances bludgeoning, piercing Grudge-Bearers. With a history wrought with betrayal and
Senses passive Perception 16 malefactors, the generations of spriggan grew up learning
Languages Giant, Sylvan and inheriting the hatred of their ancestors towards all who
Challenge 7 (2,900 XP) have wronged them. Due to this form of upbringing, the
spriggan hold an undying grudge against both fey and giants
False Appearance. While the spriggan remains alike, and have grown to remember all accounts against
motionless, it is indistinguishable from a normal
tree.
them, and to pay people back, albeit in a more mischievous
way more often than not.
Innate Spellcasting. The spriggan's spellcasting ability Having found themselves more connected to the plant-life
is Wisdom (spell save DC 14, +6 to hit with spell around them has helped to soothe their cultural anger over
attacks). The spriggan can innately cast the the years, changing them to be more fey-like themselves, with
following spells, requiring no material components: their desire to gain vengeance through simple pranks and
At will: enlarge/ reduce (targeting self), flesh to shocking surprises. New grudges are easily forgotten with a
stone (wood) simple unexpected gust of wind, or the replacing of a
woman's child with a changeling, but their deep grudges
1/day each: detect magic towards the courts of orderning will always remain with their
Magic Resistance. The spriggan has advantage on people, until the archfey have been duped into obscenity, and
saving throws against spells and other magical the giants have been cursed to a similar fate.
effects. Guardians of Troves. Given their extensive lifespans,
Magic Weapons. The spriggan's weapon attacks are many Spriggan find purpose in their life by guarding hidden
magical. glades, cave entrances, forest ruins, or any form of treasure
they can find, no matter how insignificant. Spriggan who
Actions chose a life of guarding, will spend months and years, hidden
Multiattack. The spriggan makes two claw attacks. around their grounds, waiting to attack any and all travelers
who seek to explore or take their treasures, becoming
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., extremely hostile whenever the chance appears.
one target. Hit: 11 (2d6+4) slashing damage. Spriggan who chose to spend their extensive lives guarding
Children of the Forest (1/Day). The spriggan magically these places, may eventually die where they stand, if ever you
calls 2d4 swarms of wasps, ravens, beetles, or rats. find a burrow underneath roots, a tree within an abandoned
While outdoors, the spriggan can call 3d6 wolves temple, or a single gold coin in a branch, you may be looking
instead. The called creatures arrive in 1d4 rounds, at the remains of an ancient spriggan.
acting as allies of the spriggan and obeying its
spoken commands. The beasts remain for 1 hour,
until the spriggan dies, or until the spriggan
dismisses them as a bonus action.

Spriggan
The spriggans were a race of giants abandoned in the
feywilds by the giant kin during the Grilarstór War. Ghosts of
their former selves, the arcane energies and curse of the fey
have transformed them into living trees, guarding treasures
and playing pranks upon any who accidentally wader into
their territories.

Beastiary | Giants
16
Verbeeg Lycanthrope
Verbeeg are giants that resemble oversized humans with Verbeeg Lycanthrope
gangly limbs and elongated faces. Thanks to their similarity Large giant (giant, shapechanger), chaotic evil
to normal humans, the verbeeg were genetically susceptible
to all forms of lycanthropy, though they have been proven Armor Class 14 (hide armor, shield) in giant form,
immune to the curse of the wereraven. 15 (natural armor) in dire wolf or hybrid form
Giant Werewolves. Lycanthrope, specifically the curse of Hit Points 85 (12d10+36)
the werewolf, had an adverse effect on the verbeeg giants. A Speed 40 ft. (50 ft. in dire wolf form)
verbeeg afflicted with a curse of lyncanthropy would proved
vile and violent, even more so than their traditional
lycanthrope cousins. This more animalistic nature lent a STR DEX CON INT WIS CHA
verbeeg lycanthrope to act vile in or out of transformation, 20 (+5) 11 (+0) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
and attempt to spread the curse of often as possible.
Due to how dangerous a verbeeg lycanthrope often proved Saving Throws Dex +2, Con +5
to be, the many clans and tribes of verbeeg had it ingrained Skills Animal Handling +2, Athletics +6, Perception
into their traditions that the immediate eradication of any and +4, Stealth +2
all verbeeg lycanthrope, and normal lycanthropes by Damage Immunities bludgeoning, piercing, and
extension, was a must to protect the best interests of all slashing from nonmagical attacks that aren't
verbeeg giants. This lead to verbeeg tribes actively hunting silvered
down and killing any member that became afflicted with the Senses passive Perception 14
condition. Languages Common, Giant (can't speak in dire wolf
form)
Challenge 7 (2,900 XP)

Shapechanger. The verbeeg lycanthrope can use its


action to polymorph into a dire wolf-giant hybrid or
into a dire wolf, or back into its true form, which is
giant. Its statistics, other than its AC, are the same in
each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The verbeeg lycanthrope has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Simple Weapon Wielder. A simple weapon deals one
extra die of its damage when the verbeeg
lycanthrope hits with it (giant form, included in the
attack).
Actions
Multiattack (Giant or Hybrid Form Only). The verbeeg
lycanthrope makes two attacks: two with its spear
(giant form) or one with its bite and one with its
claws (hybrid form).
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 18
(3d8+5) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution
saving throw or be cursed with werewolf
lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one creature. Hit: 17 (5d4+5)
slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 15
(3d6+5) piercing damage, or 18 (3d8+5) piercing
damage if used to make a ranged attack or used
with two hands to make a melee attack.

Beastiary | Giants
17
Credits
Created by Nicholas H.
Contributors: ___
Proofreaders/Balancers: /u/lidanma, Nicholas H.
Art in Order of Appearance
"Kangrinboqe Warrior" by yinyuming
"Giant castle" by Paul Chadeisson
"Craa'ghoran Giant" from the Monster Manual IV
by Wizards of the Coast
"Shadow giant" by Tsabo6
"Sand Giant" by Mathias Kollros
"Eldritch Giant" by Lucio Parrillo for WotC
"Geriviar" by Wayne England for WotC
"Ondu Giant" MtG Art from Rise of the Eldrazi by
Igor Kieryluk
"4e Hill Giant" owned by WotC
"Monster Compendium: Monsters of Faerûn" p.
50. owned by WotC
"sketch of a Spriggan" by allthingstamriel
"Fenric Gore-Claw" card from Heros of Camelot

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