D&D Becmi - Mystara
D&D Becmi - Mystara
CREDITS
Project Lead: James Wyatt D&D Stupio
Art Director: Emi Tanji Executive Producer: Kyle Brink
Writers: Makenzie De Armas, Dan Dillon, Ben Petrisor, Game Architects: Jeremy Crawford, Christopher Perkins
Jason Tondro Studio Art Director: Josh Herman
Rules Developers: Jeremy Crawford, Ben Petrisor Art Manager: Rob Sather
Lead Editor: Janica Carter. ‘Art Department: Matt Cole,Trystan Falcone, Bree Heiss,
Editors: Judy Bauer, Eytan Bernstein, AdrianNg Kate Irwin, Bob Jordan, Noor Rahman, Emi Tanji,
Lead Graphic Designer: Trish Yochum Trish Yochum
‘Additional Graphic Designers: Matt Cole, Bob Jordan Design Department: Justice Ramin Arman, Makenzie
Additional Art Directors: Kate Irwin, Dawn Murin, Zack Stella De Armas, Dan Dillon, Amanda Hamon, Ron Lundeen,
Cover Illustrators: Cynthia Sheppard, Olena Richards Ben Petrisor, Patrick Renie, F. Wesley Schneider, Carl
Cartographer: Dyson Logos Sibley, Jason Tondro, James Wyatt
Interior Illustrators: Carlo Arellano, Francesca Baerald, Eric Managing Editor: Judy Bauer
Belisle, Olivier Bernard, Christopher Burdett, Dmitry Editorial Department: Eytan Bernstein, Janica Carter, Adrian Ng
Burmak, Dawn Carlos, Kai Carpenter, Manuel Castañón, Senior Producer: Dan Tovar
Bud Cook, Kent Davis, Nikki Dawes, Olga Drebas, Sarah Producers: Bill Benham, Siera Bruggeman, Robert Hawkey,
Finnigan, Evyn Fong, Jessica Fong, Tony Foti, Isabel Gibney, ‘Andy Smith, Gabriel Walucon
Michele Giorgi, Quintin Сейт, Alexandre Honoré, Julian Director of Product Management: Liz Schuh
Kok, Katerina Ladon, Adrián Ibarra Lugo, Warren Mahy, Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
‘Andrew Mar, Brynn Metheney, Rabson Michel, Riccardo Chris Tulach
Moscatello, Irina Nordsol, Hinchel Or, Vicki Pangestu,
Claudio Pozas, Arash Надка, Chris Rahn, Julio Reyna, Ilya
Shkipin, Matias Tapia, Brian Valeza, Jabari Weathers Kim Mohan edited more DAD books and mentored more
Concept Artists: Daarken, John Grello, April Prime, DAD writers than anyone in memory. His kindness and wit
Shawn Wood are woven into decades of the game, and he will influence its
Consultants: Siena East, Winona Nelson, John Tomhave writers and editors for decades to come. This book is dedicated
Project Engineer: Супда Callaway to his beloved memory.
Imaging Technicians: Daniel Corona, Kevin Yee
Prepress Specialist: jefferson Dunlap
Settlement..
Organizations. Storm Giant Tempest Caller...........182
Hidden Rune. Storm Herald.
Stewards of the Eternal Throne..
Worldroot Сігае.........
Ch. 3:Giant Adventures.
Encounters.
Echo of Demogorgon..
Giantkind Encounter: Ettin Ceremorph.. Giants by Kind.
Connected Creatures...... Fensirs.. Challenge Ratings ...
Adventures... Fensir Devourer...
Adventure Models. Fensir Skirmisher Creature Type:
Giant Patrons. Appendix A: Concept Art
Campaigns. Appendix B: Adventure Hooks.
A World of Giants..
Campaign Events.....
Giants and Other An Fire Giant Forgecaller... Sidebars
Giants of Myt Fire Giant of Evil Fire. The Many Meanings of "Giant
Ch, 4:Giant Enclaves. Fire Hellion.. Giant Runes and Dwarvish Script
Flesh Colossus. Giant Children......
Using Enclaves Fomorians.
Giant Enclave General Features, Picka Giant, Any Giant
Annam’s Cradle. Entering Horizon's Edge .
Ashen Grotto.. Fomorian Warlock ofthe Dark, Giant-Crafted tems...
Dreamer's Reach..
DIADCASGRAS SAGA
Battle-worn and weary, bruised from her journey, Diancastra, undaunted, departed the sanctum
Diancastra entered the All-Father's hall. And journeyed to the waters beyond worlds.
With calm confidence she claimed her due She sailed forgotten seas into storms of chaos
Under the birthright of her blood: And claimed a mote of matter,
Her father's gift of godliness, Shapeless, unformed, and ever-changing.
“Wise one, All-Father Annam, world-shaper of old, The All-Father mocked her and easily shaped it,
Mighty were your deeds in time's dawning. Making a fertile field.
You scattered seeds of the sundered First World; But soon he scowled, not satisfied, and reshaped it
Your dreams created the cosmos, Into a storm-tossed sea,
The teeming worlds, full of wonders. Then a fiery furnace-peak.
“Six sons, goddess-born, you sanctioned as rulers Atlast, Diancastra, laughing, said to him,
To govern the mortal multitudes. “Forsake your cunning craft!
Boorish and bumbling, they bungled the task! Chaos is a canvas for creation, unbounded,
Surely I am more deserving of divinity Perfectly imperfect and unformed.
In spite of my mortal mother.” You cannot perfect potential.”
Scowling, all-wise Annam spoke to his daughter: Laughter filled Аппап hall, loud as thunder,
“Mighty are my sons in strength, Shaking floor and firmament.
And Hiatea, your halfsister, her heroism showed The All-Father acquiesced, admitting defeat,
In slaying a many-headed monster. And granted Diancastra's demand,
What such deeds have you done?” Kindling the god-spark he gave her.
“The sphinx's riddles I solved to claim her prize. “Too bitterly І judged the bungling of my sons,
I plumbed the secrets of the sea. In haste I quickly condemned them.
І ventured to the vault of the venerated lobster-god I will watch them and see whether perhaps they too
To steal her precious pearls— Share your clever capacity
And found yoursecret sanctum.” To see perfection in potential,”
“Pranks and rebellion! Prove your worth А crown he then made, from chaos he shaped it,
Not with the willful choices of a child. And to her he gratefully gave it.
I will test your temper; try this challenge: Divine Diancastra departed hi: nctum,
Bring me pure perfection— With stirrings of hope for her harried kin,
Something my craft cannot better." The All-Father’s favor foreseen.
Dear reader,
This book represents a Journey for ne, and ол excited
be kake your hand and lead you along the sane gath. \
never had nuch interest in giants, though | certainly
respected their strength. Му various encounters
ў uith Dignegstra—uho is no less than a
daughter of Annan, the All-Father of the giants!—
opened ny eyes bo the glories, the deep nagic, and the viston
of these ancient people.
Vre asked Digneastra te review this text, and her notes appear
throughout the beck uere her perspective con enlarge upon Ру oun.
V trust that her insight and ny erudition will expand yout horizons 05 she
has'broadened hinê.
+ —Digby
Tue Sworo Const оғ THE FORGOTTEN REALMS MOLOS маму GIANT- BUILTIN
FEATURING MASSIVE STONE MONOLITHS WITH KEVHOLE-LIKE OPENINGS,
+
“Giant RUNES AND DWARVISH Sci
Twenty aunes or оома повы THE +
languageAnnam
hen created the giants, he also taught them
and gave them runes of power These sym.
ров are pictographs: each symbol repres. ents a whole
dor concept rather than a single letter or sound,
ach rune holds latent magical power, much like the
Јури inscribed in magic circles of protection, telepor-
Bion circles, and magical traps Ще the glyph ofward.
spell. Thus, the first giants treated these runes as a
inged secret and rarely wrote them,
It wasn't until long after the first flourishing of the
jants' culture that the introduction ofthe Dwarvish
Seripi—an alphabetic setofsymbols, where each glyph
represents a single scund— made transcribing the Gi-
ant language an easier task. To this day, most written
forms ofthe Giant language use the Dwarvish script
(as described in the Player's Handbook), and the knowl-
«аре of Giant runes is rare except among those who
Study magical writing.
GREYHAWK
Ifthe giants of Oerth had a mighty empire founded
by Annam in the distant past, that fact is not re-
corded in any of the extant histories of the world.
Even so, many giants of Greyhawk revere the sons
of Annam, though others have been lured into the
service of demon lords or various elder evils,
DRAGONLANCE
During the Age of Dreams, the newly created peo-
ples of Krynn awoke to the first dawn of the world. Sacred Rune
The first to awaken were a Giant folk known as (Бей) (непе)
irda, whose myths claimed they were shaped by
the hands of the gods. (Some interpreters of these
myths identify the dragon queen Takhisis as their
creator, while giant scholars on other worlds believe Storm Rune
Annam must have had a part in their creation.) The Shield Rune Stone Rune
(Skold) (Stein) (Wan
irda quickly established the first mighty nation of
the young world, subjugating humans as their em-
pire grew. The irda ruled for thousands of years,
put they fell into decadent cruelty and their empire сї
War Rune
gradually declined until their human servitors over- (Krig)
threw them.
EBERRON the fall of their empire. Other giants left Xen'drik
From the ashes of a mythic war between angelic and now live alongside smaller peoples. Giants have
апа demonic forces that left the primeval world in been known to study in the universities of the Five
ruins, an empire of giants was born on the myste- Nations, to lead bands of marauders in Droaam, and
rious continent of Xen'drik. The giants dominated to trade with dwarf miners far beneath the surface
Xendrik for millennia, ruling over many smaller of the Mror Holds.
peoples—including elves who chafed under their The giants of Eberron do not tell legends of An-
rule. When the might of the giants began to wane, пат the All-Father, nor do they adhere to the rigid
the elves rebelled. As the giants prepared to use
world-shattering magic to smite the elves, the drag- structure of the ordning. This might be another
ons of far-off Argonnessen attacked Хепапк and
example of the effects of Eberron's isolation from
brought about the fall of the giants’ civilization.
the rest of the multiverse, but it is also possible that
Some giants still live among the ruins of their Annam abandoned his children at the fall of their
ancient civilization, though both their numbers and
ancient empire, just as he did on other worlds, and
their sophistication are greatly diminished since they have since forgotten him entirely.
CHAPTER I
CDARACGER CREAGION
OST ADVENTURERS HAVE HEARD TALES. taking on the apj ance of an actual giant or a
of giants and their ilk. But for some form similar to an lemental, wreathed in fire, frost,
adventurers, their connection to giants or lightning.
runs deeper than fanciful stories.
‘This chapter is for any D&D character who as. GIANT'S POWER
pires to forge a link to the mighty giants. From 3rd-Level Path of the Giant Feature
sources of havoc-wreaking powertothe artful study When you choose this path, you learn to speak,
of rune magic, from boons that imbue an individ read, and write Giant or one other language of your
ual with giantlike might to fantastic tales that can choice if you already know Giant. Additionally, you
shape an adventurer's entire life—giants can make learn а cantrip of your choice: either druidcraft or
both big and small impacts on a character's story. thaumaturgy. Wisdom is your spelleasting ability for
The following sections present a variety of options this spell.
for creating characters with ties to giants:
Giant's Havoc
“Subclass Option" allows barbarians to explore 3rd-Level Path of the Giant Feature
ties to the nature of giants.
“Backgrounds” presents two new backgrounds: the Your rages pull strength from the primal might
giant foundling and the rune carver. These back- of giants, transforming you into a hulking force
grounds represent formative years spent studying of destruction, While raging, you gain the follow-
and living among giants, and they grant access to ing benefits:
feats that represent that experience. Crushing Throw. When you makeasuccess
“Big Heroes, Big Stories” includes inspiration for ful ranged attack with a thrown weapon using
narratively connecting characters to giants, re- Strength, you can add your Rage Damage bonus
gardless oftheir class or background. to the attack’s damage roll.
“Feats” provides options for players who wish Giant Stature. Your reach increases by 5 feet, and
to link their characters to giants and primor- if you are smaller than Large, you become Large,
dial magic. along with anything you are wearing. If there isn’t
enough room for you to increase your size, your
SUBCLASS OPTION size doesn't change.
This section presents one new subclass option: the ELEMENTAL CLEAVER
Path of the Giant for the barbarian, 6th-Level Path of the Giant Feature
BARBARIAN: PATH OF THE GIANT. Your bond with the elemental might of giants grows,
Barbarians who walk the Path of the Giant draw and you learn to infuse weapons with primor-
strength from the same primal forces as giants. As dial energy.
they rage, these barbarians surge with elemental When you enter your rage, you can choose one
power and grow in size, taking on forms that evoke weapon that you are holding and infuse it with
the glory of giants. Some barbarians look like over- one ofthe following damage types: acid, cold, fire,
thunder, or lightning. While you wield the infused
sized versions of themselves, perhaps with a hint of weapon during your rage, the weapon's damage
elemental energy flaring in their eyes and around type changes to the chosen type, it deals an extra
their weapons. Others transform more dramatically,
CHAPTER 1| CHARACTER CREATION ц
1d6 damage of the chose п type when it hits, and it the creature falls, taking dama ge and
asnormal
gains the thrown property, with а normal ra ще of landing prone.
20 feet and a long range of 60 feet. If you throw the
pon, it reappears in your hand the instant after DEMIURGIC COLOSSUS
itsormisses a target. The infused weapon's ben. HL Path of the Giant Feature
efits are suppressed while a creature other than you ‘The primordial power of your rage intensifies. When
wields it you rage, your reach increases by 10 feet, your size
While raging and holding the infused weapon, you can increase to Large or Huge (your choice), and
can use a bonus action to change the infused weap: you can use your Mighty Impel to move creatures
on's current damage type to another one rom the that are Large or smaller.
damage type options above. In addition,theextra damage dealt by your Ele
MiGHTY IMPEL
mental Cleaver feature incre
10th-Level Path of the Giant F ature BACKGROUNDS
Your connection to giant strength allows you to This se ion presents two backgrounds that provide
hurl both allies and enemies on the battlefield. As options linking characters to the ancient magic of
а bonus action while raging, you с choose one giants, The giant foundling background represents
Medium orsmaller creaturewithin your reach and a life spent around titanic creatures and their super
move it to ап unoccupied space you сап see within natural might, The rune carver background refle
30 feet of yourself, An unwilling creature must a history of studying the ancient traditions ofgi
succeed on a Strength saving throw (DC equals 8 + runecraft,
your profi iency bonus + your Strength modifier) to
avoid the effect. Bonus FEATS
If, at the end of this moven ent, the thrown crea: Ifthe DM decides to allow the ат! found) шапа
ture isn't on a sur! се or liquid that can supportit, runecarver backgrounds, allcharacters in th
campaign gain access to abonus feat. If you select
one of those backgrounds, you gain the bonus feat
spec d in that background, If the background you
choose doesn't provide a , you gain а bonus feat
of your choice from the following list (these feats ap
pear in the Player's Handbook):
+ Skilled
+ Tough
GIANT FOUNDLING
"Though you en't a Giant, you grew up among
giants. Maybe you were an orphan taken in by a
sympathetic family of stone giants who raised you a
‘one of their own. Or perhaps you lived in a lost pre-
historic pocket of the world, surrounded by giants
and fearsome behemoths or hulking dinosaurs.
Something about your environment—perhaps the
food or water that sustained you, elemental magic
HALFLING Paru oF THE
Giant Bansanrian
inherent in the site of your home, or some verdant
blessing of growth placed on you—caused you to
grow to a remarkable size for your kind. With the
aid of this magic, you have learned how to embody
the might of giants. You are used to moving through
a world much bigger than you, and that is reflected
in your skills, attitude, and perspective on life.
Skill Proficiencies: Intimidation, Survival
Languages: Giant and one other language of
your choice
Equipment: A backpack, a set of traveler's clothes,
a small stoneorsprig that reminds you of home,
and a pouch containing 10 gp
RUNE CARVER
You've dedicated your life to studying runecraft
Whether you were taught by a master rune carv. er or
learned by ро! g over ancient engravings, you can
tap into the supernatural power held within runes, Onc Rune Carver
The art of runecraft was initially created by gi
ants, but over time, the practice has been adopted
by many peoples. As such, though Giant runes are
the most commonly used, many rune carvers in-
corporate symbols from their native languages into
the craft.
Skill Proficiencies: History, Perception
Tool Proficiencies: One set of artisan's tools
Languages: Giant
Equipment: A set of artisan's tools (one of your
choice), a small knife, a whetstone, a set of com- BUILDING A RUNE CARVER CHARACTER
mon clothes, and a pouch containing 10 gp Scholarly pursuits, ancient mysteries, or a fateful
RUNE STYLES encounter might inspire a character to pursue the
Each rune carver has a unique style and preferred secrets of a rune carver.
Suggested Characteristics. The Rune Carver
medium. To determine how you make your runes, Personality Traits table suggests a variety of traits
you can roll on the Rune Style table,
you might adopt for your character.
RUNE STYLE RUNE CARVER PERSONALITY TRAITS
dé style dé Personality Trait
1. You inscribe runes in wax or clay а fine metal 1 Is it practical to learn an ancient language that is
needle. rarely spoken? No. But is it fun? Very.
2 You whittle pieces of wood into small figurines you 2 learned one of my ancestors was a lauded rune
mark with runes. carver whose story was lost to time. | seek to rekin.
3 You engrave runes onto glass beads and thread dle that legacy.
them onto necklaces and bracelets, 3 The old, tradi nal markings of runecraft look so
4 You stitch runes into the hems of clothing. boring. Why not give my runes some flair?
5 You carve runes on a set of animal bones you can 4 In my studies ofrunes, | strive to understand how
throw in different formations. great civilizations ofthe past fell, so І can prevent it
6 You draw runesinto candles, melting
thewaxto from happening to societies of the present
smooth over the engravings. 5 Life may be a whirlwind of chaos, but whenever |
create my runes, | feel at peace.
FEATURE: RUNE SHAPER 6 My brain struggles to process words written in ink,
You gain the Rune Shaper feat (described later in but the feeling of carved runes makes my mind sing.
this chapter).
а УГ
UNDERGROUND QUIRKS FEATS
d6 Quirk The following section presents a variety of feats
1 You've seen few colors, instead primarily experienc- linked to giants and their magic.
ing the world in shades ofblackand white.
2 Your eyes lack pigment and appear translucent. FEAT DESCRIPTIONS
You vaguely recall a phenomenon called “rain,” The feats are presented in alphabetical order. If a
during which fresh water fell from above- feat has a prerequisite, you must meet that prerequi-
site to gain the feat.
4 Your earsare used to the echo of empty caverns,
and the bustling noises of the surface are distract- EMBER OF THE FIRE GIANT
ing for you. Prerequisite: 4th Level, Strike of the Giants (Fire
5 The idea of aspace with no ceiling terrifies you. Strike) Feat
You're desperate to touch a cloud. You don't know You've manifested the fiery combat emblematic of
what will feel like, but you hope it's fluffy. fire giants, granting you the following benefits:
Ability Score Increase. Increase your Strength,
TALL TALES Constitution, or Wisdom score by 1, to a max-
Some folks are content to merely listen to stories of imum of 20.
giants and other enormous peoples and creatures. Born ofFlame. You have resistance to fire damage.
For others, these tall tales become the basis of their Searing Ignition. When you take the Attack action
entire adventuring career. Such individuals find on your turn, you can replace a single attack with
themselves gripped by legends of giants, spurred to a magical burst of flame. Each creature of your
embark on dangerous quests in search of truth or choice in a 15-foot-radius sphere centered on you
vindication. must make a Dexterity saving throw (DC equals
Myths about giants vary across the worlds. The 8 +your proficiency bonus + the modifier of the
Tall Tales table provides ideas for legends of—or ability increased by this feat). Оп а failed save, a
encounters with—giant creatures that may have in- creature takes fire damage equal to 1d8 + your
spired your character to begin adventuring. proficiency bonus, and it has the blinded condition
until the start of your next turn. On a successful
TALL TALES save, the creature takes half as much damage
d6 Тай Tale Connection. only. You can use your Searing Ignition a number
1 You stumbled into a giant castle in the sky when of times equal to your proficiency bonus (but no
you were younger, but no one believed your story. more than once per turn), and you regain all ex-
You aim to prove them wrong. pended uses when you finish a long rest.
2 Aloved one died mysteriously at sea. You swore the Fury OF THE Frost GIANT
culprit was a sea leviathan everyone else dismissed Prerequisite: 4th Level, Strike ofthe Giants (Frost
as a myth, and you seek vindication and revenge Strike) Feat
3 Stories say you're descended from a legendary You've manifested the icy might emblematic of frost
giant-killer, and you strive to uphold that legacy. giants, granting you the following benefits:
4 Acity’s legends claim the neighboring landscape is Ability Score Increase. Increase your Strength,
the work of some ancient giant sculptor or rampag- Constitution, or Wisdom score by 1, to a max-
ing titanic beast—or is itselfasleeping giant. You imum of 20.
seek to discover the truth ofthe land's origin. Born of Ice. You have resistance to cold damage.
5 A relative once returned home claiming to have. Frigid Retaliation. Immediately after a creature
found a strange island inhabited byancient, larger- you can see within 30 feet of you hits you with an
than-life creatures. Because of this, your family attack roll and deals damage, you can use your
became the town laughingstock, and you seek to reaction to retaliate with a conjured blast of ice.
The creature must make a Constitution saving
redeem your family’s reputation, throw (DC equals 8 + your proficiency bonus + ће
6 Your sibling says giants and other enormous crea- modifier of the ability increased by this feat). On a
tures are stories for children. You hope to slay such failed save, the creature takes cold damage equal
а creature and bring back proof
oftheir existence to 148 + your proficiency bonus, and its speed is
out of spite. reduced to 0 until the end ofits next turn. You can
use this reaction a number oftimes equal to your
proficiency bonus, and you regain all expended
uses when you finish a long rest.
CHAPTER 1 | CHARACTER CREATION 17
GUILE OF THE CLOUD GIANT
Prerequisite: 4th Level, Strike of the Gi
Strike) Feat а
You've manifested the confounding magic em-
blematic of cloud giants, granting you the follow-
ing benefits:
Ability Score Increase. Increase your Strength,
Constitution, or Charisma score by 1, to а max-
imum of 20.
Cloudy Escape. When a creature you can see hits
you with an attack roll, you can use your reaction
to give yourself resistance to that attack's damage.
You then teleport to an unoccupied space that you
can see within 30 feet of yourself. You can use
this reaction a numbof ertimes equal to your pro-
ficiency bonus, and you regain all expended uses
when you finish a long rest,
KEENNESS OF THE STONE GIANT
Prerequisite: 4th Level, Strike of the Giants (Stone
Strike) Feat
You've manifested the physical talents emblematic
of stone giants, granting you the following benefits:
Ability Score Increase. Increase your Strength,
Constitution, or Wisdom score Бу 1, to a max-
imum of 20.
Cavernous Sight. You gain darkvision with a range
of 60 feet. If you already have darkvision from an-
other source, its range increases by 60 feet. Fury or Tue Faost Giant
Stone Throw. As a bonus action, you can take a
rock and make a magical attack with it. The attack
isa ranged spell attack with a range of 60 feet that
uses the ability score you increased with this feat
as the spellcasting ability. On ahit, the rock deals chosen from the Rune Spells table. Whenever you
finish a long rest, you can inscribe each rune you
1d10 force damage, and the target must succeed know onto one nonmagical weapon, armor, piece
ona Strength saving throw (DC equals 8 + your of clothing, ог other object you touch. You tempo-
proficiency bonus + the spellcasting ability modi rarily learn the Ist-evel spells that correspond to
fier) or have the prone condition. You can use this the runes you inscribed, as specified on the Rune
bonus action a number of times equal to your рго- Spells table, and you know those spells until you
ficiency bonus, and you regain all expended uses finish a long rest, when the runes fade. While you
when you finish a long rest. are wearing or carrying any rune-marked object,
RUNE SHAPER you can cast the spells associated with those
Prerequisite: Spellcasting Feature or Rune Carver runes using any spell slots you have.
Background You can also invoke a rune inscribed on an object
you are wearing or carrying and cast its associ-
You've studied the magic of Giant runes, granting ated spell without expending a spell slot or using
you the following benefits: material components. Once you cast the spell
Comprehend Languages. You learn the compre- this way, you can't do so again until you finish a
hend languages spell. You can cast this spell long rest. Your spellcasting ability for this feat is
without expending a spell slot, and you must fin- Intelligence, Wisdom, or Charisma (choose when
ish a long rest before you can cast it in this way you select this feat).
again. You can also cast this spell using any spell Each time you gain a level, you can replace one
slots you have. of the runes you know with another one from the
Rune Magic. You know a number of runesdown) equal Rune Spells table.
to half your proficiency bonus (rounded ,
GIANGS IN PLAY
NTENDED FOR THE DUNGEON MASTER, THIS behaviors you can incorporate into your portrayal
chapter explores key aspects of giants’ life of giants to emphasize each of these elements, and
and society. The ideas and tables included offers example names for each kind of giant.
here should inspire you as you prepare to use
giants in your D&D game. This material is divided SIZE
into five main sections: ‘The giants of the ordning are enormous, ranging
“Roleplaying Giants” discusses how to bring giants from 16 to 26 feet tall. The size relationship be-
to life during your game. tween а giant and a human is roughly comparable to
“The Ordning” explores the relationships among that between an adult human and а newborn human
and within different giant kinds, with а focus on baby. A giant might think of Humanoids as akin to
the ordning's role in driving adventures. helpless babies, adorable pets (like small dogs), dis-
“Gods and Religion” describes a pantheon of gods gusting vermin (like large rats), or toy soldiers.
consisting of Annam the All-Father and his chil- Consider how you can convey a sense ofagiant's
dren. It also discusses various “interlopers” that size as you play the giant. You might stand above
vie for the worship of giants in Annam's absence. seated players to loom over them or describe be-
“Social Structures” explores various models of haviors that emphasize the giant's size. The Huge
giant societies and the relationships between Behaviors table gives examples of habits and events
giants and other kinds ofcreatures. that can communicate a giant's enormous scale.
“Organizations” details organizations that unite gi- Носе BEHAVIORS
ants across the lines ofthe ordning, bringing them
together around common goals and beliefs. 98 Behavior
As with the rest of this book, this chapter focuses on 1 The giant hasapet (a panther, a wolf, or agiant
the main families of giants described in the Monster weasel) that sits on the giant's lap or shoulder.
Manual, but much of this advice can also be applied 2 The giant swats at а murmuration of starlings as if
to other creatures of the Giant type. it were a cloud ofgnats.
3 The giant uses a dagger as a toothpick, a great-
ROLEPLAYING GIANTS sword as aletter opener, orapair ofjavelins as
Apart from their size, giants are much like hu- knitting needles.
mans—which is to say that they're tremendously 4 Тһе giant carefully lifts Humanoids (cradling their
diverse and hard to generalize about. When creating heads to avoid injury) to see and hear them better,
a giant for your campaign, you can use the tables for 5 The giant exclaims with admiration at the fine detail
designing NPCs in the Dungeon Master's Guide to and exquisite articulation ofthe characters’ armor.
help you make the giant a distinctive character. Just
like a Humanoid NPC, a giant with an unusual tat- The giant fidgets with the skulls of Humanoids.
too, a propensity for punning, or a knack for juggling The giant drinks from a barrel as а human would
becomes more vivid in your players’ imaginations. from a waterskin.
When creating giant characters or roleplaying 8 The giant takes a messy bite from a large melon
giants, remember these key elements: size, age, held in one hand.
volume, and pride. This section describes traits and
CHAPTER
2|GIANTS IN PLAY 2
AGE VOLUME
Giants are long-lived compared to humans, though Giants are loud. From the earth-shaking rumble of
not as much as their semidivine ancestors. Their several-ton footsteps to ear-splitting roars supported
life spans generally correspond with their place in by lungs the size ofbarrels, giants can make a lot of
the ordning, with hill giants living about two centu- noise. Don't yell at your players, but consider raising
ries and storm giants as many as six. Stone giants your voice a little, and perhaps gently shaking the ta-
are the exception, sometimes reaching over eight ble to demonstrate how the earth trembles at the gi-
hundred years of age, as enduring as the stone for ant’s footsteps. Finding ways to emphasize a giant's
which they're named, The Life Spans table shows volume can help everyone at the table appreciate the
the average life span ofeach kind of giant within scale of the encounter. The Loud Behaviors table
the ordning. (Other creatures of the Giant type live offers more suggestions.
about as long as humans, on average.)
In keeping with their long life spans, giants tend Loup BEHAVIORS
to live their lives at a slower pace than smaller folk. dé Behavior
They often speak slowly and avoid rushing into de- 1 The giant constantly (and loudly) encourages
cisions. Adding potential confusion to their interac- smaller creatures to speak up.
tions with smaller races, giants are often comically
out of touch with happenings in the wider world, 2 The giant's thoughtful “hmm” causes a rumbling
keeping a store of knowledge about Humanoid vibration in the ground and the pit of
listeners’
realms and peoples that was already outdated when stomachs.
they learned it as children. The Ancient Behaviors 3 The giant's exclamation ofsurprise or anger briefly
table suggests some ways you can communicate a sets listeners’ ears ringing.
giant's age in an encounter. 4 The giant's sneeze, snore, or sigh rattles windows
LIFE SPANS or blows leaves offtrees.
Giant Kind Life Span 5 The giant's laughter feels likeasmall earthquake.
Hill 200 years 6 Тһе giant's armor or weapons clang thunderously.
Frost 250 years
Fire 350 years PRIDE
Cloud 400 years Many giants are taught that Annam begot the
Storm 600 years
giants and intended them to rule the worlds of the
Material Plane. Though giants have learned many
Stone 800 years hard lessons in the millennia since their origin, a
sense of self-importance still pervades their stories
ANCIENT BEHAVIORS and inflates their vanity. It can be hard for a 16- to
26 foot-tall giant to take 3- to 7-foot-tall Humanoids
98 Behavior
and their concerns seriously. Use the Proud Behav-
1. The giant addresses Humanoids as citizens ofa iors table to inspire your portrayal of giants' pride
fallen realm (equivalenttocalling people in the real and vanity.
world "Babylonians"). z
2 The giant burdens conversation with irrelevant his- PROUD BEHAVIORS
torical context. di Behavior
3 The giant is curious about minute details of fash- 1 Тһе giant ignores smaller creatures unless they of-
ion, slang, and popular culture among Humanoids. fer the giant obeisance and flattery.
4 The giant is a hopeless procrastinator, always con- 2 The giant refuses to bend over, it, or kneel in the
vinced there will be time later for any task. presence of smaller creatures.
5 The giant is pronetoreminiscing about friends and 3 The giant ignores the names of smaller creatures,
family members who have died. referring to them with generic labels (such as "hu-
6 Тһе giant is unwilling to accept any problems as тап" or "armor shaker").
truly urgent. 4 The giant's first reaction to smaller creatures—
7 The giant is determined to wring every possible even when threatened or presented with aterrible
ounce of enjoyment from each day. problem—is laughter.
8 Тһе giant is convinced that giants were meant to
use their long lives to make a mark on the world.
NAMES
Ifyou need a name for a giant, use the Giants’
Names table and freely combine or change names
as you wish. You can also use a name that doesn't
match the giant's kind, which might reflect, for ex-
ample, а hill giant with lofty aspirations or a stone
giant raised among frost giants.
Giants’ NAMES
— Name (by giant kind) —
аю Hill Stone Frost
1 Adj Brunnar Estia
2 Bor Delveni Flakkar
з Сш Frasta Grugnur
4 Оор Kragsten Gurdrim
5 Сш Maddag Jokalla
6 ки Olhuud Kallen
7 Moog Pashka Luskig
8 Мога Ralden Rimna
9 раб Steyras Storvald
10 Tig Thonna Thryggid
та
А HUGE MELON IN A MUNAN'S HANDS 15 A
SNACKING FRUIT IN A STONE GIANT'S.
THE ORDNING CLOUD GIANT WEALTH
As described in the Monster Manual, the giants dé Adventure Hook
of many worlds organize themselves in a complex 1 А доці giant seeks to gain wealth by investing in
social ranking called the ordning. At the largest an adventuring party (perhaps giving the characters
scale, the ordning establishes the relative positions magic items or other valuables) in exchange for a
ofthe six main kinds ofgiants, with storm giants share of
the party's rewards.
at the top, followed (in order) by cloud giants, fire
giants, frost giants, and stone giants, with hill 2 Адош gianthosts an art gala in a cloud castle to
giants at the bottom. Other creatures of the Giant
display their wealth, providing an opportunity for
type—such as ettins, fomorians, and trolls—are the characters to retrieve an important magic item
not counted as part of the ordning, placing them from the giant's collection.
functionally below the hill giants. 3 Wishing to one-up rivals, a cloud giant seeks adven-
Ata smaller scale, every giant has a precise place turers to hunt exotic monsters for a lavish banquet.
within the larger framework of the ordning, and 4 With two nations on the brink of war, the charac-
each kind of giant has a different way of assigning ters discover cloud giants are betting on the out-
that place. Cloud giants rank themselves based come—and at least one giant is meddling behind
on wealth, fire giants based on crafting skill,
frost giants based on physical strength, and stone the scenes to increase the likelihood of one side
giants based on a combination of artistry and rock
winning,
throwing. Hill giants give their respect to larger 5 A cloud giant who recently lost a large amount of
and stronger giants without putting much thought money on bachbets tries to recoup those losses
into hierarchical ranks. Only storm giants, largely by plundering a royal treasury or the adventurers’
solitary and imagining themselves above such petty stronghold.
concerns, have no interest in ranking themselves. 6 Acloud giant offers to buy the adventurers’ services
Regardless of a giant's ranking within its kind, no as an extravagant (and useful) gift for another giant.
giant can transcend the ordningofthe six giant
kinds; the most accomplished fire giant artisan
ranks below the poorest cloud giant, for example. Fire GIANT SKILL
For any given giant (except a storm giant), you can dé Adventure Hook
use the Giants and the Ordning table to determine 1 Afire giant demands payments from ти
the giant's place within the ranking ofthat par- porting arare ore through a mountain pass. The
ticular giant kind, and the giant's attitude toward miners seek adventurers to intervene.
that place. Four more tables provide suggestions 2 The characters acquire a broken magic weapon that
for how a cloud, fire, frost, or stone giant's efforts to
retain or achieve a high status within the ordning
only a renowned fire giant smith can repair.
might drive adventures. (Hill and storm giants aren't 3 The characters find а giant-crafted sword—a mag-
included here because of their limited participation ical masterpiece; when word of their find gets out,
in the ordning.) the artisan's descendants come looking for the
sword.
GIANTS AND THE ORDNING 4 —When the characters' enemies take refuge in a
910 Ranking Status giant-built ruin, an ambitious fire giant offers to
1 High Very protective of that high status and help the characters get inside in return for a share
angling to get even higher of the treasure.
2 High Hoping to improve but not doing much 5 Абе giant captures a renowned Humanoid smith
to pursue an increase in status in the hope oflearning a new technique, and the
3 High Unconcerned with maintaining that smith's spouse begs the adventurers to help.
status. 6 Afire giant offers adventurers an extravagant sum for
4 Medium On the rise metal ore retrieved from another plane of existence.
5 Medium Contented
6 Medium Іпа state of decline
7 Low Despairing after years of
steady decline
8 Low Desperate to improve
9 Low Resigned to that status
10 Outcast —Shunned by giant society
Diancastra CHAPTER
2|GIANTS IN PLAY — a5
REJECTING THE ORDNING REJECTING THE ORDNING
Some giants reject the ordning, in part or en- 98 Adventure Hook
tirely. This rejection most commonly takes one of 1 A giant wanders into a settlement of Humanoids
three form: looking for an opportunitytouse talents the giant's
First are giants who hold themselves to a different kin do not value, but the giant is greeted with sus-
standard than the one their kind traditionally val- picion and hostility. The giant seeks adventurers to
ues. These are often giants whose ranking within help negotiate peace with the settlement.
their kind is low. For example, a contemplative 2 Characters must find a wise giant who has pursued
cloud giant might pursue knowledge rather than
specialized knowledge instead of excellence within
wealth, or a weak frost giant might trade in secrets
and blackmail to hold onto some measure of power. the ordning.
These giants might avoid the company of their 3 Agiant triestouse the characters as pawns in a
own kind to escape the expectations and customs scheme to subvert the ordning and increase the
attached to the ordning. In addition, devotees of giant's status.
Annam's daughters—Hiatea, lallanis, and Diancas- 4 A charismatic leader gathers giants of different
tra—tend to push against the strict definitions of the kinds intoamighty war band, intendingtoconquer
ordning as a matter of principle. and settle lands inhabited by Humanoids who seek
Second, a few giants take a revolutionary stance adventurers’ protection.
meant to upset the ordning. A mighty frost giant
warrior, not content to rule only frost giants and 5 A storm giantasks adventurers to kill a revolution-
lesser creatures, could attempt to subjugate fire or ary before the ordning is irrevocably disrupted.
cloud giants. Such revolutionaries often aim to im- 6 Afamily of giants joined а cult of Elemental Evil
pose their own kind's understanding of the ordning and quickly took over the leadership, sorting its
on all kinds of giants, so a master artisan among membership into а new hierarchy and creating dis-
the fire giants might attempt to claim a higher place sension the ranks—which the adventurers.
than storm giants who lack the same crafting skill. can use as they try to foil the cult's evil schemes.
These efforts rarely have any lasting impact, but 7 Agiant serving a demon lord attacks a town.
some have managed to upset the ordning at a local The town's leaders ask the characters to retaliate
level for a few centuries. Because their sense of
theordning relies on physical power and military
against the giant's kin—which is exactly what the
strength, frost giants are the most likely to impose demon cultist was hoping for.
their standards on other giants. Along similar lines, 8 Agroup of giants seeks adventurers to deal with
sometimes giants measure themselves by the stan- а surge of demon cult a ivity within the giants"
dards of a different kind of giant and try to break community.
from the ordningbyexceeding those standards. A
strong stone giant, for example, might try to claim a ORIGIN OF THE ORDNING
place within the frost giants' ordning.
Third, giants who turn from the worship of An- Most giants believe Annam established the ordning
nam's children to other powers (as described under at the very beginning and that it reflects the birth
“Gods and Religion" later in this chapter) also reject order of his sons, One myth likens the ordning to
theordning. In some cases, as in the hierarchical the structure of the mountains: from lowly foothills
cults of Elemental Evil, the new religion replaces (hill giants), up to the stone of the mountain (stone
the giants’ ordning with a different structure that of- giants), the snow on the peaks (frost giants), the lava
fers the same sense of order, purpose, and meaning. spewing from the peak ofa volcano (fire giants), and
then above the peak to the clouds (cloud giants) and
Such cults place giants at a higher position than the
giants would otherwise enjoy in the ordning. the storm (storm giants). These myths depict the
When giants join the cults of demon lords, they ге-
ordning as an inherent part of what it means to be a
ject the entire concept of the ordning—the idea that giant, as natural as the geography of the land.
Sagas told among giants on some worlds suggest
there is any kind of order to the multiverse at all,
which is the literal meaning of the word ordning іп other explanations for the ordning, linking it to the
giants’ fall from Annam's good graces. In some of
the Giant tongue. These giants reject meaning, sta- these stories, the ordning isn't natural at all; it's part
tus, and hierarchy in favor of chaos and destruction.
The Rejecting the Ordning table offers adventure of the giants’ fall—an invention of Annam's sons and
a distortion of Annam's will for them. In other sto-
hooks inspired by these ideas, illustrating how
ries, it is a consequence of their fall—a punishment
giants’ attitudes toward the ordning can impact Annam inflicted on the giants after they proved
characters and the lives of Humanoids who live themselves incapable of governing the world. The
near them.
#7,
Tre Par or vet В4а AM past swpfiiЙes ro each
me NIL OREN делвиCyma
THE-ALL-FaTHER’s TEMPLE.
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one of his siblings. To hill giants, these stories make Hiatea's priests adopt one of two roles, reflecting
Grolantor a figure to be admired, Among the other the god's dual areas ofconcern. Some live within
giants, Grolantor is the butt of every joke, always the giants’ enclaves and focus their efforts on main-
coming out poorly in comparison to his siblings. taining the community, tending to agriculture, and
Those giants think he is a selfish boor who has по educating children. Others patrol the wilderness
respect for the ordning, as Grolantor refuses to see surrounding the enclave, guarding against threats
why his status should not be equal to that of Stron- to the community.
maus and his other brothers.
In addition to hill giants, some frost giants admire IALLANIS
Grolantor's physical might, and many ogres and Born about the same time as Grolantor, lalla
ettins revere him as well. Grolantor exemplifies the everything her boorish brother is not: kind, loving,
principle that the strong should take what they want, merciful, joyful, and thoughtful. She loves every part
without regard for the needs of weaker creatures. of the worlds her father made, and she constantly
The ordning holds no meaning for hill giants—who strives to bring not only her divine family but also
аге on the bottom rung—or ogres and ettins, who mortal giants together in harmony. lallanis envi-
are even lower. The only social order they recognize sions a restored giant empire as a realm of benev-
olence, learning, and innovation where giants lead
Priests and Rites. Grolantor's priests often boast but do not rule like tyrants,
of having experienced a personal interaction with Priests and Rites. Good-aligned giants who ap-
their god—a dream, waking vision, or even an en- preciate her ideals pray to lallanis for peace, unity,
counter with a manifestation of Grolantor. These and mercy. Her priests often officiate weddings
encounters typically involve the god demanding among giants, even evil ones. Stone giants fre-
something he wants from the priests, such as a quently appeal to her as an artistic muse, trusting
fresh kill or a precious trinket. His priests then that her love of beauty will inspire their work.
demand (and often take by force) sacrifices for KARONTOR
Grolantor from their kin, with a minimum of ritual Karonior is the elder twin of Grolantor. In а handful
or prayer involved, of myths, Karontor appears as а wicked schemer
HIATEA whose hatred of his brothers knows no bounds. The
Hiatea is Annam's second child, after Stronmaus, fomorians once occupied a place in the ordning cor-
and the companionship and friendly rivalry between responding to Karontor's place, but then Karontor
these two oldest children are the focus of many incited the fomorians to assault the Feywild. Just as
myths. In these stories, Hiatea is both a protective the fomorians were banished into the Underdark,
figure who keeps watch over the hearths and fields so too did Annam banish Karontor to а subterra-
of giants, blessing their agriculture and their family nean prison.
lives, and a wild huntress who wields the power Priests and Rites. Few dare to worship Karon-
of nature as a weapon of destruction as well as a tor, even in secret. Superstitious giants believe if
source of bounty. Some myths suggest her mother his name is spoken, Karontor might burrow up
hid her among firbolgs after her birth, where Hiatea from the Underdark to drag the hapless speaker
focused on strengthening communities. Then, when underground to an eternity of torture. To avoid
she learned of her true parentage, she pursued uttering his name, giants sometimes refer to him
arduous quests as a hunter and monster slayer to as “the banished son," “the forgotten one,” or “the
prove her worth to her father. (It's possible that king that crawls.” A few cults revere him, beseech-
Diancastra's Saga, excerpted in the introduction to ing him for sinister magical secrets or to consume
this book, alludes to this story when Annam com- their enemies.
pares Diancastra's deeds to Hiatea's.) Another myth
MEMNOR
suggests Stronmaus taunted Hiatea for remaining Memnor is an ambiguous figure in the mythology of
aloof from a bitter war against dragons, spurring giants, and the tales concerning him are so dispa-
her to prove herself avaliant warrior as well as a rate that it's possible two gods exist with the same
champion of peaceful giants. name. More likely, the confusion surrounding his
Priests and Rites. Giants of all kinds offer nature and identity is a result of his own duplicity.
prayers to Hiatea, ranging from simple blessings In most myths, Memnor is constantly tricking and
at the kindling of a hearth fire to thanksgivings infuriating his father, drawing Annam's wrath down
at the conclusion of asuccessful hunt or harvest. on himself and (more often) his brothers. In опе
She is the most popular god of the Ordning among myth, Memnor is Аппапі sinister twin, constantly
goliaths and firbolgs, who claim adistant kinship challenging his brother for control of the worlds.
with giants. In this tale, Annam defeated Memnor but was left
STRONMAUS
When it comes to Memnor,
the wisest Annam's eldest child is jovial Stronmaus, whose
4 vt greatest failing in myth is his inability to see the
coticy is the simelest: дом believe a foolishness, jealousy, and outright evil that festers
© single thing you read. in the souls of his brothers. His boundless energy,
sunny optimism, and zest for life pervade the leg-
Diancastra ends that tell of his many mighty deeds. A few tales,
o though, describe a dramatic change in Stronmaus.
after his father's withdrawal from the Ordning,
so weakened by the contest that Annam fled to his which left Stronmaus effectively in charge of the
private sanctum, leaving his children to govern the pantheon. Since then, Stronmaus has become
affairs of the giants. brooding, aloof, and melancholy, deeply frustrated
Memnor is typically described as clever and per- with his inability to unite the gods of the Ordning—
suasive on the one hand, and as sly and manipula- and hurt by his father's abandonment.
tive on the other, His brothers often suspect him Priests
and Rites. АП giants acknowledge Stron-
oftrying to usurp Annam's place at the head of the maus's place on the throne of the gods in Annam's
Ordning to rule all the affairs of giantkind. Among absence, but to most of them, he is but a steward, an
mortal giants, the same accusation is often leveled inadequate substitute for the All-Father. They offer
against his priests. But giants who revere him for the required prayers and sacrifices (a scattering of
his charisma and intellect insist he has the welfare fragrant herbs and incense on the wind each morn-
ofall giants at heart, seeking to restore them to ing), but their prayers often sound more like alist
all creation.
their proper place at the head of of grievances than honest worship. His priests are
Priests and Rites. Memnor has wicked priests drawn from giants who occupy high positions within
within his fold who emulate his duplicity, his self- the ordning of their kind, including wealthy cloud
interest, and his manipulative ability to make others giants, strong frost giants, and accomplished stone
doexactly what he wants—usually to their own det- giants, Being a priest of Stronmaus has no effect on
riment. These priests often undermine or exploit the а giant's rank in the ordning; instead, it often makes
ordning to their own benefit. Without careful investi- the giant a target of resentment and complaints
gation, it's impossible to separate these villains from from other giants.
the ranks of those priests of Memnor who faithfully
serve the ordning, acting as advisers and advocates SurTUR
at every rank of giants’ society. Surtur is the elder twin of Thrym, and rivalry has
driven the two gods from the moment of their birth.
SkoRAEUS Surtur is generally depicted as the cleverer of the
Despite being the fifth of Annam's sons, Skoraeus two, often outwitting his brother іп contests where
(called “Stonebones” by his stone giant followers) Thrym's greater strength might otherwise let him
is depicted as the wisest among them, particularly prevail. Their history of competition ranges from
knowledgeable about magic, wards, hidden trea- striving to outdo each other in childhood accom-
‘sures, and the secrets of the earth. It is said he gave plishments to bloody battles that ended only when
Surtur the secret of smelting, showed Thrym how to their father or one of their siblings intervened. Other
carve magic runes on weapons, and crafted spears myths describe cunning Surtur leading his brother
for Hiatea so she could complete her tasks of valor. on dangerous adventures, typically leaving mayhem
A dour loner, Skoraeus often sits on the sidelines and destruction in their wake. Aside from his es-
during the schemes and battles of his siblings. He capades involving Thrym, Surtur is known for his
appears in one myth after other as an observer, a unsurpassed skill at metalwork, especially forging
confidant to the other gods, and a keeper of
secrets. weapons and armor.
Priests and Rites. Giants invoke ЗКогасизз Priests andRites. Giants pray to Surtur in
name when they begin any work of art or craft, search of creative inspiration and ask his blessing
particularly stonework, and they often dedicate the on their smithies. They invoke his name when they
final product to his glory. Stone giants pray to Stone- light forges, kilns, and ovens, Among fire giants, the
bones, the Great Creator, іп a much broader range worship of Surtur is often tinged with the expec-
of circumstances, eager for divine insight as they tation of acoming battle that will destroy worlds,
carry out their daily lives. His priests undertake slay many gods, and upend the ordning, leaving fire
frequent pilgrimages into the Underdark, seeking giants as the undisputed masters of all creation.
Surtur's fire giant priests stoke the flames of this
revelation from Skoraeus in the depths of the earth.
expectation when they address Surtur as “the All-
Consuming Flame" or "the Cleansing Fire." Some
CHAPTER
2|GIANTS IN PLAY 33
INTERLOPER GODS ADVENTURES
d10 Adventure Hook SOCIAL STRUCTURES
1. Agiant who worships Vaprak leads ogres and Though giants are not numerous on most worlds
ettins in a rebellion against their steading. The (at least compared to various Humanoid peoples),
they are generally social creatures who prefer to |
leaders ask adventurers for help. live with others of their own kind. They also keep
2 Adventurers traveling underground become lost appropriately sized animals as pets and beasts of |
ina labyrinthine network of passages and are burden, and they often share their living space with.
hunted by stone giant cultists of Baphomet. smaller people.
As you create an encounter, adventure, or cam-
з Astorm giant devotee of Demogorgon begins paign involving giants, you can use these models to
summoning the Prince of Demons in a sea cave,
help you decide how many giants arepresent in an
but before the ritual is complete, hordes of. area and what other creatures might live alongside
aquatic monsters swarm the area. Local fishers them. You can use the various tables in "Giantkind
seek protection, Encounters" (in chapter 3) to flesh out the details of
4 After being cast out from a steading, a frost giant encounters with these giants.
devotee of Kostchtchie attacks caravans. The
drivers hire adventurers as guards. GIANT CHILDREN
5 The characters discover a large horde of пой Generally, it's a geod idea to avoid situations where
you treatagiant child as a monster. While even giant
attacking ahill giant steading, but the more toddlers can bedangerous, they're no match for ad-
gnolls the hill giants kill (and eat), the more the venturers who can handle giant parents. Young giants
giants seem to change into demonic forms, are no more inherently evil than any other free-willed
6 Тһе characters experience a series of small creature, so fighting and killing them can raise abun-
dant moral questions for good-aligned characters. At
earthquakes while visiting a mountain town. minimum, make sure all your players are comfortable.
Their investigation suggests Evil Earth cultists with that kind ofquandary before presenting it in
might be active nearby, practicing for a larger your game.
catastrophe. A stone giant leads the cult. Ifyou need a stat blockfora giant who is less than
full grown, usethefollowing guidelines (inspired by
7 Adventurers encounter a longboat crewed by the examples presented in the Storm King's Thunder.
frost giant cultists of Evil Water, which is plun- adventure).
dering a busy trade route. Fora giant child, use the commoner stat block.
Change the creature type to Giant, increase the
8 Forest gnomes seek protection from Evil Fire Strength to 14 (+2), and choose Giantasthe child's
cultists who are burning the forest, having grown спе language. Thechild attacks at +4and deals 4 (144
impatient waiting for Surtur to cleanse the world +2) bludgeoni ng damage witha club (which might
be a toyoranything elsethechild picks upto use as
in flames. ‘aweapon).
For a giant teenag ogrestatblock. Increa
er,
usethe se
9 Astorm giant cultist of Evil Air unleashes an end- and Charisma scores to 30
less storm upon a thri 1g seaport. The locals the Intelligence, Wisdom,
ог match the parents’ scores, ы is lower. (This
ask for help. | increases the teena ger's passi ve Perce ption score to
10 А fire giant opens a gateway to the Nine Hells e
10 as well.) Remov darkv ision (unless the teena ger is
а stone giant) and adju: gers weapo ns and
in the heart ofavolcano. Locals seek protection amerasyouseeft = Я
from the lava and marauding fiends. Forayoung adult giant, usethestat block of agiant
lower in the ой ш 5 А mr
derincludesyoung thatusethehill giant
sutlockдаа nents. You can craft the
stat bloasckyou с
you'reaiming for, я
Fora giant child of anyage, you can furthe r modif y
ks
byaddin
| one ofthesestatbloc g theparents’ damage
| immunities any inher-
and resistances (ifany) and
пари,
RECLUSE É
Though most giants are social creatures, some live. ny giants whe wander the world in
alone by choice or circumstance. They establish
lairsin remote places, or they tend ancient ruins itude eller erayers and homage to
or enclaves that were more recently abandoned. Оте and | beeg an eye ow theth as best |
Some wander the world, hoping to learn as much of |
its ways as they can; others are hermits who seek can. We ave not that diffrent,
spiritual enlightenment in solitude. Some reclusive |
giants enjoy their solitude, while others are desper- Diancastra -
ately lonely or eager to find a settlement where they
can live among their own kind.
The Recluses table offers adventure hooks you can
use to launch an adventure with a reclusive giant. gods. Occasionally, giants take up residence in
bustling cities full of Humanoid peoples where they
RECLUSES might attract attention but not necessarily open
hostility.
cos ااا Giants who live among smaller fo end ê grave
ШЕЕ тчине upon а giants, enclave where itate to positions of importance. They might take
а deadly plague wiped out most of the inhabitants, on the role of crime lords or business owners. They
‘One survivor remains, tending the site and trying often surround themselves with luxury as if they
to hold back the ravages of time. were aristocrats among their smaller neighbors.
2 Anew settlement in a remote region seeks to hire They sometimes take on the role of patrons for
adventurers to get rid of a giant lairing nearby. The artists or adventurers, or take it upon themselves
giant just wants to be left alone and is tired of hav- to teach smaller folk. The Exiles table offers ideas
ing to move every few decades as other creatures for adventures featuring exiled giants in a variety of
crowd too close to the giant's dwelling. edi
З Adventurers are hired todeal with a rampaging wid ^ ExiLES
beast, but they discover thebeast has a collar. The de рака Hook.
beast's owner isa giant who was forced to move 1 Characters get entangled inthe affairs ofacriminal
recently, and the beast got lost trying to find its gang operating in a major city and eventually dis-
new home. cover the gang's leader is a giant whose headquar-
4 Awandering giant comes to a city looking for peo- ters is а huge warehouse at the city's outskirts.
plewhoare knowledgeable about the world and 2 Adventurers discover a secret cult conducting sin-
mightд possess maps of remote regions. City au- ister rites in а vast mansion where a giant lives in
thorities point the giant to the adventurers. luxury.
5 An approaching giant alarms the people of asmall з Aginttakes up residence in a city and demands a
town, who ask the adventurers to protect them. But huge share of tax revenue in exchange for protect-
the peaceful giant is just searching foranew com- ing the city from outside threats.
munity ofgiants to join after fleeing a community
ravaged by internal conflict. The giant agrees to 4 An adventurer receives an exclusive invitation to
study a topic of interest (perhaps giants’ sagas or
leave the town in peace ifthe adventurers will help religion), but the invitation seems suspicious—
find а new home for the giant. demanding secrecy, traveling to a remote place,
6 Adventurers stumble across the humble abode of
and so on. The teacher is a giant living near a city
a reclusive giant whois hungry for company and who is trying not to attract attention.
doesn't want them to leave. 5 Agroupofadventurers—supplied with superior
‘equipment and information by their giant patron—
EXILE pursues the same goal as the characters.
When giants are separated from or shunned by 6 Agiant who lives in a city asks the characters to
these own kind, they, often сеир ving as exiles take the giant's teenage child with them on their
among other peoples. Giants who are very low in next adventure. (See the "Giant Children" sidebar.
the ordning might leave their own kind to lord over for suggestions on how to represent the teenage
lesser creatures. Giants who turn to the worship of giant with a stat block.
interloper gods and are cast out of giants’ society
might live among other worshipers of the same 3
—
Death giants are aptly nared, Theugh
they are not thenselves undead, they ear
death like а shroud. ls stink lingers дуо
then, andeven sunlight seens ls din in
—Pishy @ *
-- DEATH GIANTS HAUNT THE SHADOWFELL AND OTHER
PLACES WHERE OEATH'S INFLUENCE 15 STRONG.
FIRE GIANT ENCOUNTERS dıot Encounter
Fire giants and their minions strive to create the 3 1fomorian (attitude: 1d4 + 1) with 5 commoner
strongest and finest crafts and fortresses. These
giants can be found in any area rich in workable re- captives (attitude: 148 + 4)
sources, particularly metal, as well as places where 4 — fomorian deep crawler* (attitude: 144 + 1)
they can test their creations in battle, scuttling in search of victims
5 1 fomorian (attitude: 1410) supervising 1 umber
Fire GIANT ENCOUNTERS hulk (attitude: 146) as itdigs new tunnels.
di2! Encounter 6 244 flumphs (attitude: 148 + 4) trying to avoid 1
11 fire giantofEvil Fire* overseeing the rampage of ettin ceremorph* (attitude: 184 + 1) while feeding
2 fire elementals (attitude for all: 1d4 + 1) on the ettin's psionic energy
2 1 fire giant forgecaller* using a хот (attitude for 7 2mindflayers (attitude: 1d4 + 1) telepathically dis-
both: 1410) to track down mineral deposits cussing the finer points ofabrain they just shared
3 1 fire giant (attitude: 1410) feeding 194 + 1 hell 8 1 fomorian (attitude: 148) contemplating a gem-
hounds (attitude: 146) stone it thinks is floating but that is actually sus-
4 284 rust monsters (attitude: 1410, automatically pended inside 1 gelatinous cube (attitude: 194 + 1)
hostile toward anyone using metal objects) fol- 9 1 fomorian warlock ofthe dark* (attitude: 198 + 2)
lowing the scent of iron seeking omens in the twisting slither of neothe-
5 1 firegaunt* (attitude: 146) stalking its former lid! (attitude: 148)
fellows who betrayed it 10 1 ulitharid! (attitude: 196) bargaining with 1 fomo-
6 —2trolls (attitude: 1410+3) terrified to disobey the rian (attitude: 148) to establish a new mind flayer
orders of1 fire giant (attitude: 196) colony in the fomorian's territory
7 1 soot-caked iron golem (attitude: 146) "Monsters marked with a dagger (') appear in Monsters of
8 1 fire giant smith (attitude: 1910) working on a the Multiverse, Roll a d8 if you don't have that book.
breastplate sized foraLarge creature *See chapter 6.
9 244 goliath glant-kin* (attitude: 148 + 2) hauling a Frost GIANT ENCOUNTERS
load of ore from a mine ‘The Frost Giant Encounters table includes encoun-
10 З fire giants (attitude: 146 + 1) battling an adult red ters suitable for arctic regions or regions where
dragon (attitude: 146) the activity of frost giants has magically cooled
11 1 fire giant (attitude: 148 + 1) leading 4 firenewt the climate,
warriors! (attitude: 148 + 1) riding giant striders!
(attitude: 198 + 3) Pick А GIANT, ANY GIANT
12 1 fire glant dreadnought! (attitude: 146) on guard Ifyou'd liketorandomly determine the kind of
giants
that aredominantinа location, roll on the Giantkind
‘Monsters marked with а dagger (!) appearinMonsters of теин fabieYou could й twice and use the
the Multiverse. Roll a d10 if you don't have that book. sulting twotablesto create either a cooperative ог
See chapter 6, | rival ЫКЫ between
theindicated а.
FOMORIAN ENCOUNTERS GIANTKIND ENCOUN
The Fomorian Encounters table presents encoun-
ters that can occur in underground regions or at 1 Cloud Giant Encounters
surface locations suffering an invasion from the 2 Death Giant Encounters
depths. These encounters also fit well for places 3 Fire Giant Encounters
warped by the strange corruption of the Far Realm,
4 Fomorian Encounters
Using these encounters to supplement another table
can hint at deeper threats that are just beginning to 5 Frost Сат Encounters
burst through the fabric of the multiverse. 6 Hill Giant Encounters
7 Stone Giant Encounters
FOMORIAN ENCOUNTERS 8 — Storm Giant Encounters
d10 Encounter
1 1 fomorlan noble* (attitude: 148 + 2) studying a
treatise on arcane phenomer
2 144 + 2 hook horrors (attitude: 146) banging their
hooks on rocks or their bodies
Diancastra ^
guis
Listen.|have glinpse4 the pages ofla
ling touch
Denononican. Vve felt the soul-chil
fan incubus. le even ventured to ner?
none
than one of the Laver Planes. Sonehow
ofthese things compares ta the sheer horror
Ф а giant transformed inte sonething nuch,
huch varse by the corruption «f а denen lord.
сэ Ө
AnanooneoSAnnam, s OME FIRE GIANTS
52 CHAPTER 3 | GIANT ADVENTURES HOERSTANO THEIR PLACE IN THE TURN то
COSMOS.
D-
* ҹә
Giant Construct ENCOUNTERS GIANT Kin ENCOUNTERS
Use the Giant Construct Encounters table to popu- The Giant Kin Encounters table presents a range
late ancient giants’ ruins that have been sealed from of creatures of the Giant type that are not encom-
the outside world for millennia or hostile environ- passed by the ordning, along with related creatures
ments without breathable air. The creatures in these that might be pursuing their own schemes or
encounters might also act as servitors to magically working as part of a giant's machinations. These
powerful giants or serve as a reminder of the forgot- giant kin might be drawn to runes and sites of
ten magic of ancient giants. giant power, even long after the creators of those
You can alter the appearance of any Construct on sites are gone.
this table to reflect the nature of its creators. An iron
golem built by fire giants might spew embers and GIANT Кім ENCOUNTERS
sooty smoke between its iron plates, while one built diot Encounter
by cloud giants might leak wisps of mist and rain- 1 A band of 2d6 ogres (attitude: 146) fawning over
drops. Any of these Constructs might have Giant
runes engraved somewhere on them as part of the enormous Giant runes inscribed in the ground
magic that animates them. You can alter any Con- 2 144 cyclopes (attitude: 1910) tending a herd of
struct's size without changing any of the creature's sheep
other statistics. з 1 troll and 2d4 ores (attitude forall: 148) scouting
new settlement locations
Giant Construct ENCOUNTERS 4 1 troll mutate* (attitude: 196) drawing, scratching,
9107 Encounter or painting with too many claws
1 1 runic colossus* (attitude: 146) slowly rousing 5 1d4 firbolg primeval wardens* (attitude: 1912)
from a dormant state making camp.
2 244 animated armors (Large) and 1 rug of 6 184+ 1 fensir skirmishers* (attitude: 196 + 2) fran-
‘smothering (attitude for all: 1d6) keeping watch tically gathering and hunting food to stockpile
1 iron golem (attitude: 146) patrolling 7 1 firbolg wanderer* (attitude: 1d8) reluctantly
1 shield guardian (attitude: 1412) searching for its bargaining with 1 green hag (attitude: 198 + 3)
master 8 2ettins (attitude: 148) playing cards, with each
5 1 stone golem (attitude: 146) crudely carved to head as an individual player in a four-player game
resemble a hill giant 9 Zogre chain brutes! (attitude: 1d4 1) demolish-
6 144+ 1 helmed horrors (attitude: 148) in a partially ing a small structure
dormant state, as if asleep 10 1 dire troll! (attitude 46) eatinga dead troll
7 2flesh golems (Large; attitude: 146) made from before it regenerates
ogre corpses stitched with copper wire Monsters marked with a dagger () appear in Monsters of
8 clay golem (attitude: 146 + 6) awaiting the ful- the Multiverse. Roll а d8 if you don't havethatbook.
fillment of a verse ofancient prophecy, which the *See chapter 6.
characters could fulfill
9 Л cadaver collector! (attitude: 148) gathering bod-
ies destined to become aflesh colossus (described Му lrethers wil scotty and tel ym,
in chapter 6) С ak these giant lin domt matter, that
10 1 retriever! (attitude: 146) searching for a thief who
stole a Giant rune they deret count in the ranking otr the
‘Monsters marked with a dagger (1) appear in Monsters of
the Multiverse. Roll a d8 if you don't have that book. ordning, that they're ivvelevant tor the
*See chapter 6. world, Vout. they DO matter, and yon
(це is death
Трос much offthe Legacy ОГ my
à arcaTorand us мнойree
we wot
gast oy hannt our dusty ща Con
lie dread,7
focus ow the glories that
EM ТО HAVE STEPPE D
Three BRAVE URCHIN: is SEOR WAY !ч WATE P/
RO EE
ee? THROU! GH THE WRONG DO
Giants of багам, Sur id is an example of Boss
Im of giants inspired by Norse myth. This ге A giant boss wields size and strength as tools to
is one of tenworlds that make up the MAGIC: THE extract wealth and power from communitiesof
GATHERING setting of Kaldheim, all moving among smaller folk. The boss might threaten to harm ad-
the branches of avast World Tree. Wintry Surtland venturers or those they care about if they refuse to
isarealm of constant turmoil. Volcanoes burst do the giant's bidding.Orthe boss might recruit
through snow and ice to form new mountains аз adventurers to share in the profits of amorally and
the bitter cold freezes steaming geysers into sprays legally questionable enterprise
of ice shards. Earthquakes and volcanic eruptions The archetypal giant boss is a hill giant, perhaps.
reshape the landscape almost daily. Avalanches of cleverer than most, who enjoys demonstrating just
snow and broken rock tumble down mountainsides: how superior agiant's strength is compared to
and change th sours of half-frozen rivers. smaller creatures. Such a boss might rui a protec-
The frost and fire giants of Surtla locked in tion racket, a group of highway robbers, or a kidnap
constant conflict. The frost giants prefer to be left ping ring. A giant boss might even take to a life of pi-
alone, but they also claim the best, safest territories racy, following in the enormous footsteps of Huzza,
in the realm, building gle es on high a hill giant inthe world of the Forgotten Realms.
mountain peaks and glacier fields. In addition, they The Boss Assignments table suggests the kinds of
hoard treasures and arcane secrets for themselves. missions
аgiant boss might send adventurers on.
The fire giants build shelters in the lowlands, where
lava fissures carve paths through wide fields of Boss ASSIGNMENTS
snow, and the fire giants gatherinbands to attack 46 Assignment
the frost giants. 1 Thieves stole the giant's most precious treasure
At times, the worlds of Kaldheim overlap as they and fled into the sewers, where the giant can't fol-
move around the World Tree. Such an overlap. low, Hunt the thieves and retrieve the treasure.
called a Doomskar—is an explosive event marked by
world-altering earthquakes and geological destabili- 2 Arival gang is encroaching on the giant's territory.
zation. You can use the idea of a Doomskar to bring Spy on these rivals, and identify the best place for
Surtland (orarealm like it) into contact and conflict the giant to striketoshut them down for good.
with your campaign world. During the Doomskar, 3 Somebody who works for the giant is stealing. Find
characters can venture into Surtland, but giants can out who itis, and make sure they never think about
also raid into the other world. double-crossing the giant again.
GIANT PATRONS 4 The giant has a score to settle with a powerful foe
Many of the adventure hooks throughout this book (perhaps a dragon, a beholder, or another mon-
involve giants asking characters for help or hiring strous crime lord). Make sure the boss survives!
them to carry ош a task. This section outlines long- 5 The boss wants a treasure that's being held in an
term patron roles giants might fill. underground refuge the giant can't enter. Plan and
Ifyou want to use a giant as a patron for a group execute the perfect heist.
of adventurers, you can use the perks, contacts, 6 Another group of adventurers refuses to serve the
and roles described in the “Group Patrons” chapter boss anymore. Find them and convince them to
of Tasha's Cauldron of Everything alongside the return, or join forces with them to topple the giant.
adventure hooks and other information included
here. Each of the roles described here corresponds
(at least loosely) to a patron type described in that FINANCIER
book, as shown on the Giant Patrons table. Armed with tremendous wealth, a giant financier
pursues personal goals and interests that usually
GIANT PATRONS involve the acquisition of even greater wealth. Such
Giant Role Group Patron Type. а giant's appeal to adventurers is simply the promise
of a steady salary and a luxurious lifestyle.
Boss Criminal Syndicate. The archetypal giant financier is a cloud giant
Financier Aristocrat who constantly seeks to improve their standing in
Seer Ancient Being the ordning by amassing more wealth. The finan-
Sovereign Sovereign cier might back treasurc-hunting expeditions into
Tutor Academy
ancient ruins, prospecting missions to find valuable
resources, or exploratory missions to map new
Warleader Military Force lands or sca routes.
The Financier Assignments table suggests appro-
priate expeditions a giant might finance.
CHAPTER 3 | GIANT ADVENTURES 59
FINANCIER ASSIGNMENTS SOVEREIGN
96 Assignment other giants
A giant who rules over а settlement of
1 Follow amap found in an ancient tome to a often needs Humanoid agents to act аз emissaries
long-forgotten ruin in search of treasure or lore. to smaller peoples—and perhaps to enter locations
2 Find a new route around or across inhospitable where giants can't. Adventurers who fill such a role
terrain such as a desert or ocean. might do so out of loyalty to the giant sovereign, or
they might be forced or bribed to serve the giant.
3 Delve into the Underdark in searchofdeposits of The archetypal giant sovereign is a fire giant who
rare magical crystal, and map your route so miners commands significant numbers of smaller folk,
can retrace it. often including armies of Humanoids, as well as a
4 Sabotage the business ofarival giant community of giants, Adventurers in the sovereign's
5 Guard a wagon or caravan hauling goods to a service might advance the giant's military, diplo-
remote settlement of giants. matic, or clandestine goals on missions ranging
6 Venture into a desolate wasteland to find the un- from tactical assault to sabotage.
The Sovereign Assignments table lists some mis-
discovered ruined city at the center and identify the sions a giant sovereign might send adventurers on.
catastrophe that devastated the region.
SOVEREIGN ASSIGNMENTS
Seer 96 Assignment
A giant seer is guided by visions—glimpses of possi- 1 Steal intelligence from an enemy giant sovereign.
ble futures, messages from a god, or whisperings of 2 —Weaken or remove arival to the sovereign’s rule—
some alien consciousness—and sends adventurers:
into the world to fulfill whatever those visions de-
an ambitious general, fanatical priest, or jealous
sibling.
mand. The adventurers might share the giant's faith
in whatever higher power is sending the visions, or 3 Root out corruption or disloyalty among the giants,
they might be skeptical of the visions but enjoy the and eliminate their abuse oftheir strength to exploit
benefits of the giant's patronage. the settlement’s smaller inhabitants.
‘The archetypal giant seer is a storm giant driven 4 Bring gifts to a powerful dragon—and convince it
by the search for signs of Annam's activity. The not to destroy the settlement of giants.
seer might seek out omens written in natural phe- 5 Suppress (or secretly aid) an underground rebellion
nomena, manipulate world events to bring about among the smaller folk ofthe settlement.
the fulfillment of prophecies, or work to prepare the 6 While pretending to entertain visiting diplomats, try
world and its peoples for an impending catastrophe
of apocalyptic scale. to discover their secret reason for visiting.
The Seer Assignments table suggests quests a
giant seer might lay on adventurers, TUTOR
A giant who serves as a tutor to adventurers is often
SEER ASSIGNMENTS an exile from giant society, dwelling by necessity or
dé Assignment choice among smaller folk and sharing the ancient
1 Help the giant re-create an ancient ritual that wisdom of giants with them. Often, these giants are
interested in pursuing esoteric studies of their own
should reveal an omen or revelation from Annam. even as they share what they have learned with their
2 Steal the research notes of some ancient sage (рег. eager students,
haps a dragon or a yugoloth), which hold informa- ‘The archetypal giant tutor is a stone giant who
tion pertinent to Annam's activities. is convinced the surface world—the world of
3 Explore the ruins of an ancient temple to Annam, dreams—has important wisdom to impart, just as
looking for records of revelations or prophecies. the gods sometimes speak through dreams, The
4 Follow a devastating storm across the countryside, tutor might teach stone carving, runic magic, or the
histories of the giants to eager students, while send-
carefully mapping its path and cataloging the de- ing them on missions to gather wisdom from the
struction left in its wake. dreaming world.
5 Brave a dragon's hoard to steal a device that tracks The Tutor Assignments table presents as-
the positions of invisible celestial bodies. signments a giant tutor might give to adventur-
6 Search for clues pointing to the location of the Adze ous students,
ofAnnam (described in chapter 5) or some other
artifact related to the gods of the Ordning.
WARLEADER
A giant warleader commands a military force, typi
cally comprising many Humanoids, some number of
lesser creatures of the Giant type (such as ogres, су.
clopes, and ettins), and а few gi s of the ordning.
Adventurers might serve such a gian as skilled
mercenaries or as part of this force.
The archetypal giant warleader isa frost giant
commanding a horde of fierce soldiers. Adventurers
in the warleader's service might participate in mass
battles or more surgical stril
‘The Warleader Assignments table provides sug:
gested missions the giant might assign.
WARLEADER ASSIGNMENTS
46 Assignment
1 Take out a champion or commander at the rear of a
mass of enemy forces.
2 Oversee the defense of asupply depot when ene.
mies attack
3 Sabotage or steal a powerful magical weapon be-
fore enemies can use it against the giant's forces.
4 Gather information on enemy troop numbers,
placements, composition, or supply routes
Protect the giant’s forces from an attacking dragon.
Suppress the activities of bandits and rebels within
the giant's territory.
GIANG ENCLAVES
HIS CHAPTER, INTENDED FOR THE DUNGEON GiANT ENCLAVE GENERAL FEATURES
Master, presents giant enclaves—locations Locations built, repurposed, or furnished by gi-
created by giants, controlled by them, or ants have a grand scale. А giant's castle contains
otherwise stemming from giants and their massive thrones, dining tables that could serve as
magic. Each section contains a map of the giant the foundation for a human's home, and cutlery a
enclave, a description of the enclave's features and human army could use as weapons. As a general
wondrous properties, and adventure ideas, rule, multiply each dimension ofa space or object by
The chapter includes the following giant enclaves:
three to estimate its giant-sized version, ог by four if
Annam's Cradle Horizor's Edge it’s made by cloud or storm giants. Giant-sized loca
Ashen Grotto Howling Iceberg tions have the following features:
Dreamer's Reach Karontor’s Hold Ceilings. Comfortable ceilings for giants must ex-
Endless Rockslide Misty Vale ceed 20 feet at minimum. Most ceilings are 30
Forest Crystal Runic Circle feet high, with luxurious or impressive construc-
Forsaken Deep Singing Sands tion pushing their height to 60 feet or more,
Gales Eye Tower Star Forge. Doors. Door handles are typically 10 to 12 feet off
Grolantor's Larder Thundering Observatory the floor (or half the height of the giants who built
Hiatea's Hearth Worldroot Sapling them). Large or smaller creatures must reach
the handle to unlatch it. Opening a door typically
UsiNG ENCLAVES requires one character to operate the latch and
Each of the locations in this chapter is a blank slate; another to wrestle the door open. While the han-
you can decide who lives there, what they want, dle is unlatched, a creature must use an action to
and how they interact with visitors. Each location push or pull on the heavy door, opening it with a
includes a selection of adventure hooks that might successful DC 12 Strength (Athletics) check. (Al-
attract characters to the enclave or give them a ternatively, you can set the DC to 6 + the Strength
reason to draw on its magic. The adventure hooks modifier of the giants who built the door) On а
also suggest specific creatures or encounter tables failed check, the door doesn't open.
appearing in the "Encounters" section in chapter 3. Oversized Furnishing and Objects. Furnishings
And several of these hooks point to other enclaves, and other items in a location made for Huge giants
creating paths to string locations together into are typically three times the size of human-sized
larger adventures. equivalents and roughly twenty-seven times the
When developing these enclaves into adventure weight. Medium and smaller creatures can clam-
sites, let your imagination run wild. Mix and match ber over or scuttle under giant-sized furniture,
different encounter tables to see what can arise. treating it as difficult terrain. Such creatures can
move normally beneath particularly hefty pieces of
Consider how randomly determining the attitude giant furniture, such as a 12-foot-tall dining table.
ofthe creatures generated can shift the tone of a Stairs. Giant-made steps range from 1% to 3 feet
story. If a hostile giant is the driving force behind high. Large and smaller creatures treat such stair-
an adventure seed, how does the adventure change cases as difficult terrain, Ladders made for giants,
if that giant is indifferent or even friendly to the with rungs spaced 3 feet apart, can also be treated
characters? as difficult terrain for creatures smaller than Huge.
CHAPTER 4| GIANT ENCLAVES бу
ANNAM'S CRADLE during which time the water sheds dim light in a
Giants from an ancient empire created an empow- 5-foot radius. A creature that isn't a Construct or
ered form of the life rune that channeled Annam the an Undead that drinks the water gains 2d10 tem-
All-Father's raw creative might. The giants sought to porary hit points and the benefits of a greater res
create their own world as he once did, and invoked toration spell. А creature that gains these benefits
the rune in an immense cavern deep underground, can't do soagain until it finishes a long rest.
which they named Annam's Cradle. The result was
Planar Rift. The Radiant Sun is a permanent, one-
a permanent riftin the fabric of
way portal from the Positive Plane.
reality leading to
the Positive Plane—the source from which radiant ANNAM'S CRADLE ADVENTURES
energy flows throughout the multiverse to fuel light
Here are sample adventure hooks to bring charac-
and life.
This rift, an incandescent slash in the cavern's ters to Annam's Cradle or to give them missions to
“sky,” is known as the Radiant Sun, It floods the pursue within the cavern.
vast cavern with light and unchecked life. Fed by DREAMS IN STONE
this sun, the cavern is а sprawling tropical jungle A great pillar of rock reaching to the cavern's ceil-
ecosystem where massive creatures thrive, ing is the petrified body of a primordial giant. The
ANNAM'S CRADLE FEATURES figure's arm stretches up, breaching the cavern
ceiling, and its fingers emerge on the surface above
The Radiant Sun fluctuates in size and intensity to as Dreamer's Reach (in this chapter). The sleeping
approximate a cycle of day and night. During the primordial's nightmares might take the form of
day, the rift sheds bright light that counts as sun- creatures from the Fiendish Incursion Encounters
light, raising the temperature in the jungle to about table or the Giant Necropolis Encounters table in
100 degrees Fahrenheit. At night, the light fades to chapter 3, and they crawl down the petrified form
dim light and doesn't count as sunlight. The cav- to terrorize the inhabitants of the cavern below. Or
егп ceiling is a quarter of amile high and has the they could climb to the surface at Dreamer's Reach,
appearance ofastrangely rough-looking blue sky. leading the characters into Annam's Cradle to find
The microclimate within the cavern features cloudy their source.
and rainy weather in addition to sunshine. The nightmares might be a once-in-a-lifetime
Map 4.1 depicts a region of Annam's Cradle with disaster, making the adventure a matter of waiting
the following features: them out and defending against the creatures that
Jungle. Nourished by the light of the Radiant Sun terrorize the area. Alternatively, they might recur
and persistent rainfall, this part of the cavern is regularly, leading characters to seek a way to end
covered in lush rain forest. The jungle is rife with the cycle by soothing the slumbering titan’s night-
natural hazards, including razorvine (explained in mares, which might require climbing its mountai
the Dungeon Master's Guide). ous form and carving the Giant rune for “friend”
Ruins. Ancient structures built by giants lie in into its forehead.
ruins, partially swallowed by the verdant jungle. LITTLE FLUFFY Lost
Villages. Settlements populated by giants, duergar, A distraught giant child lost their pet and begs for
deep gnomes, and other creatures dot the cavern. help retrieving it before it comes to harm. The child
Waterfall. A mighty river plummets down a cliff face leads the characters into the jungle, where they find
beneath the Radiant Sun. The waterfall gleams a menacing allosaurus. Before any hostilities erupt,
with inner light infused by the sun, and the water the child delightedly shouts, “Fluffy!” The allosau-
flows throughout the rest of the cavern in lesser rus wags its tail and rolls on its back for belly rubs.
rivers and streams. The waterfall sheds dim light However, creatures from the Giant Kin Encounters
for 30 feet. Water downriver of the falls sheds dim table in chapter 3 have been hunting the dinosaur
light for 5 feet. and close in for the kill.
ANNAM’S CRADLE MAGIC STRICKEN CROWN
The Radiant Sun imbues Annam's Cradle with the А cursed ruler’s failing health сап be cured only by
following properties: water taken from the cavern's central waterfall. But
hill giants of especially immense stature led by a
Abundance ofLife. Creatures other than Con- hill giant avalancher (see chapter 6) venerate and
structs or Undead who finish a long rest within guzzle the waters. They violently defend the water-
Annam's Cradle regain all expended Hit Dice and fall with beasts of war from the Megafauna World
remove 2 levels of exhaustion. Encounters or Dinosaur World Encounters table
in
Infused Water. Water taken from the waterfall chapter 3.
retains the imbued positive energy for 24 hours,
СТО Қ
а ВИCaskets i . ,
; LO PUPA GM og
Ч а= 4 : elo. ШШШ Q
тый | Urns
АА
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Ossuarys_t.
|GIANT ENCLAVES
TER
CHAP4 71
DREAMER's REACH creature must succeed on a DC 10 Charisma saving
Dreamer's Reach is steeped in dreams. Five stone throw or have the charmed condition for 24 hours.
monoliths stand atop a low mound of earth, reach- A creature charmed in this way refuses to leave
ing toward the sky. The monoliths are the fingers of Dreamer's Reach and wants to use one of the site's
a petrified, primordial being of earth and stone. This properties the next time the creature sleeps. Each
being strove to reach the surface—what it believed
time a creature succeeds on or fails this saving
to be the world of dreams—and almost succeeded:
throw, the save DC permanently increases by 1 for
its fingers reached into the air, but then the being that creature.
fell into perpetual slumber. Now the echoes ofits. DREAMER'S REACH ADVENTURES
dreams whisper to any who sleep in the vicinity.
Stone giants were the first to discover the site and Here are sample adventure hooks to bring charac-
its magical properties, and they built shelters in and ters to Dreamer's Reach or to give them missions to
around the mound. Dreamer's Reach draws stone pursue there.
giant pilgrims who seek the place for its magic,
DREAMING KEY
but other creatures often use the shelters for their
A cloud giant has taken control of Dreamer's
‘own purposes. Reach, searching for the answer to a riddle that
DREAMER'S REACH FEATURES leads to the Misty Vale (in this chapter). The giant
has hired and tricked creatures from the Giant Kin
The mound around the stone fingers has been Encounters table (see chapter 3) to defend the site.
smoothed to a circular plateau. Giant-sized shelters
are carved into the sides of
the plateau, and sev- PLAGUE OF NIGHTMARES
eral free-standing structures made of fitted stones Many people suffer repeating, terrible dreams every
surround the mound. Мар 4.3 depicts Dreamer's night. A coven of night hags uses dozens of people
Reach, including the following features: at Dreamer's Reach as channels to send the night-
mares. The hags use creatures from the Hill Giant
Monoliths. Four of the monoliths—the fingers of the
primordial's outstretched hand—are arranged in Encounters table (see chapter 3) as bodyguards.
an arc and stand about 30 feet tall. The fifth (the RoYAL NIGHTMARE
thumb) is set apart from the inner curve of the fin- A monarch is locked in nightmare-filled slumber
gers and stands about 15 feet tall. Spiraling carv- that magic has failed to end. Characters must use
ings and Giant runes adorn all five monoliths. Dreamer's Reach to enter the sleeper's nightmares
Shelters. The shelters are spacious for Small or and end them from within. Dream entities oppose
Medium creatures, but they are cozy for the stone the effort, taking the forms of creatures from the
giants who built them, with just enough room for dreamer's life and from the Fiendish Incursion En-
two Huge creatures to lie down side by side. counters and Giant Necropolis Encounters tables in
chapter 3.
DreaMeEr’s REACH MAGIC
A creature who falls asleep or uses a feature such Starry BEACON
аз an elf's Trance trait at Dreamer's Reach can call A character who rests at Dreamer's Reach dreams
upon the magic of the place while sleeping, activat- ofa brilliant star falling from the sky. Images ofthe
ing one of the following properties: dream persist upon waking and lead the character
toa distinctive mountain. There, the character can
Dreamer's Call. The creature casts the dream spell use the Star Forge (in this chapter) to create a sen-
asit sleeps, requiring no additional casting time, tient magic item if they gather the proper materials
action, or spell components. The caster must be and defeat creatures from the Giant Construct En-
the spell's messenger. When the spell ends, the counters table (see chapter 3) at the forge.
recipient of the spell is immune to this property
for 24 hours. Wakeup CALL
Dreaming Intuition. The creature casts either the А missing patrol's trail leads to Dreamer's Reach.
commune or the divination spell as it sleeps, re- The primordial's dreams charmed the patrol to join
quiring no additional casting time, action, or spell a group of stone giants who seek omens from the
components. The spells tap into a collective reser- dream world. The patrol refuses to leave, and the gi-
voir of dreams, and the answers come as dream. ants and creatures from the Stone Giant Encounters
imagery. This reservoir can answer the caster's table (see chapter 3) fight to keep the patrol here if
questions if the subject has ever been dreamed of. necessary.
А creature who uses one of these properties can't
use either one again for 24 hours. On waking, the
CHAPTER 4 | GIANT ENCLAVES
5E 2 E E + E А Е Е Ча E 4 73
з
ENDLESS ROCKSLIDE creature takes 22 (4410) force damage, as the
A perpetual cascade of stone and earth, from peb- bound elemental power releases explosively. On
a successful check, the rune conjures an earth
bles to boulders, begins near the peak of a mountain
and tumbles down the slope before disappearing elemental that remains for 1 hour and obeys the
into a crevice. This Endless Rockslide originates. creature. Once a creature has used this property
to cast the spell, that creature can't use this prop-
from the Elemental Plane of Earth, emerging from a
planar portal near the mountain peak and plunging erty of any binding rune again until it finishes a
through a second portal deep in the crevice, ending long rest,
Endless Resources. The Endless Rockslide is an
ina different area of the Plane of Earth,
Giants of an ancient civilization sought to har- inexhaustible source of minerals. A creature who
vest the rockslide's magic and endless mineral spends 8 hours using appropriate tools to gather
resources, To aid their work, they carved walkways materials from the slide acquires 2d6 х 50 gp
around the rockslide and built stone bridges span- worth of useful or valuable minerals.
ning the fissure it pours into, The Giant runes these ENDLESS ROCKSLIDE ADVENTURES
folk carved into the bridges still glimmer with crys-
talline light ав they harness elemental earth magic. Here are sample adventure hooks to bring charac-
ters t0 the Endless Rockslide or to give them mis-
ENDLESS ROCKSLIDE FEATURES sions to pursue there.
The Endless Rockslide plunges down the mountain- CONSTRUCTIVE ENDEAVORS
side with tremendous force and thunderous sound. Runes harnessing the elemental power of the
Creatures within 100 feet of the earth slide make less Rockslide hold the key to а mage's research.
ability checks that require hearing with disadvan- ‘The mage offers amanual of golems (clay) in ex-
tage. A creature that starts its turn in the rockslide ange for help in overcoming guardians from the
must make а DC 20 Strength saving throw. On Giant Construct Encounters table (вее chapter 3),
а failed wave, the creature descends 200 feet and
takes 33 (6010) bludgeoning damage. Оп a success- DANGEROUS BEAUTY
ful save, it takes half ав much damage and can grab Stone giant artisans find inspiration in the End-
а stable handhold within reach to avoid descending. less Rockslide and create beautiful works from its
After descending 1,000 feet from the rockslide's. material, but a fomorian warlock of the dark (ве;
origin, the creature passes through a permanent chapter 6) curses the crafts to bring misfortune. The
portal to the Plane of Earth. A creature with a bur- stone giants ask the characters to find the fomorian
row speed can use that speed to move in the slide, and end the curse before they're overwhelmed with
has advantage on the saving throw, and takes half creatures drawn from the Fomorian Encounters and
damage on a failed save and no damage on a suc- Giant Kin Encounters tables in chapter 3,
cessful save, A creature with the Earth Glide trait
automatically succeeds on the saving throw. The Greatest GAME
source of the slide is also a permanent portal to the A frost giant loves to hunt dangerous creatures.
She intends to divert the Endless Rockslide and use
Plane of Earth,
Map 4.4 shows the following features surrounding its force to break open a rock formation sealing off
the Endless Rockslide:
Annam's Cradle (in this chapter). Opening the path
frees beasts from the Megafauna World Encounters
Bridges and Walkways, Bridges carved with table (see chapter 3), which then threaten a settle-
Binding Runes (see below) span the chasm, and ment of deep gnomes and duergar,
walkways allow access around the rockslide, A
crane and winch with buckets and sieves, installed Hunory EARTH
in recent times, allow workers to gather minerals Hungry creatures from the Elemental Earth En-
from the slide. counters table (see chapter 3) swarm from the End-
Chambers, Giant-sized chambers are carved into less Rockslide, driving out the fire giants working
the rock near the falls, including a workshop that there, The giants offer a bountyofmetal craft and
holds tools for working metal, stone, and gems. gems in exchange for help retaking the site,
ENDLESS MaeROCKSLIDE
44
ف
CHAPTER 4 | GIANT ENCLAVES 75
FOREST CRYSTAL additional creature who concentrates for the full
A great blue crystal juts from the moss of a forest hour, reduce the DC of the check by 1 (to a mini
glade and pulses with soft light, The plants of the mum of DC 15),
surrounding wood grow to fantastic proportions, Wild Magic. The Feywild energy that fuels the
Regardless of local weather, the glade and its sur- crystal interacts unpredictably with other magic
Whenever a creature casts a spell of Ist level
rounding forest always thrive, offering shelter and
bounty to the creatures who dwell there. But this or higher within the glade, that creature must
verdant region hides a dark secret, succeed on aDC 10 saving throw using its spell
A forgotten empire of giants used a network of
casting ability or roll on the Wild Magic Surge
crystals, including the one at the forest's heart, to table (see the “Sorcerer” section in the Player's
shape the land to their needs. The crystals tap into Handbook).
the magic of the Feywild, drawing the natural en- FOREST CRYSTAL ADVENTURES _
ergy of that realm to overlay the material landscape
around them, Though the forest is real for allprac- Here are sample adventure hooks to bring charac
tical purposes, itis a magical illusion concealing a ters to the Forest Crystal or to give them missions to
region of sinister corruption, pursue there,
` 1Square
=10Feet
3
8
CHAPTER 4 | GIANT ENCLAVES
FORSAKEN DEEP the Elemental Plane of Water. Sluggish currents
feet
flow from each rift, each traveling about 200 below
The coral-covered ruins of a storm giant retreat before they meet and well upwar d, 500 feet
cling to the ocean floor at the edge of an undersea the fortress. By swimming against the current, a
trench. Storm giants once used this place as a haven
to contemplate omens, to refine experimental magic, creature can pass through the rift that's the cur-
and to commune with the ocean. Its peace shattered rent's source and enter the connected plane.
when death giants from the Shadowfell found a Storm Call. A creature that meditates within the
Meditation Chamber's rune circle for 10 minutes
lightless river that led into the trench and killed the and succeeds on a DC 20 Intelligence (Arcana)
retreat's original inhabitants. check can create the effects of either the control
Portions of the retreat still hold foul air, but most. weather spell or the contro! water spell, or both
areas have been flooded by the cold deep. The re-
treat's runic circle still channels elemental power simultaneously (user's choice). The magic affects
from a portal to the Plane of Water deep in the the ocean and surface above the retreat within a
trench, and crystalline archives hold lost knowledge radius of 10 miles for up to 8 hours, requiring no
of the giants who built them. concentration.
FORSAKEN DEEP FEATURES FORSAKEN DEEP ADVENTURES
Мар 4.6 shows the ruins of the storm giant retreat Here are sample adventure hooks to bring charac-
and the trench, including the following features: ters to the Forsaken Deep or to give them missions
to pursue there.
Library. The retreat's flooded library holds five crys-
talline, coral archives that contain knowledge pre- BURIAL АТ SEA
served in crackling lightning. The formations are Restless spirits of the storm giants who died in the
10 feet across and 20 feet high. Two are shattered Forsaken Deep create a perpetual necrotic storm on
and useless, but three still spark with knowledge. the ocean surface above. To stop it, the characters
Meditation Chamber. The great dome still holds must brave creatures from the Elemental Water
the ocean at bay, but the airinside is fouled by Encounters and Giant Necropolis Encounters tables
time and rot. After each hour spent within the (see chapter 3), retrieve the giants’ remains from
dome, a creature that breathes air must make a the deep, and inter them in the Ashen Grotto (in
DC 15 Constitution saving throw. On a failed save, this chapter).
the creature has the poisoned condition until it fin- DisTANT THUNDER
ishes a short or long rest іп a place with fresh air. ‘The lightning archives hold the key to gaining con-
The restless spirits of the slain storm giants con- trol of the apparatus contained in the Thundering
gregate in this chamber, harmlessly but mourn- Observatory (in this chapter). A death giant reaper
fully wailing their sorrow. A circle of Giant runes
(see chapter 6) claims the deep with minions from
on the floor hums softly (вее “Storm Call” below). the Death Giant Encounters table in chapter 3, but
Trench. The oceanic trench dives into darkness the giant might trade this knowledge if the charac-
(see “Planar Crossing” below). ters capture a marid thief and dispatch the marid's
FORSAKEN DEEP MAGIC minions from the Elemental Water Encounters table
(ee chapter 3),
‘The Forsaken Deep has the following properties:
GLORY OF THE STORM
Lightning Archive. A creature touching an archive An empyrean daughter of Stronmaus seeks worthy
can use an action to access the stored knowledge. heroes to lead into the Forsaken Deep. She hopes
Roll a 410. On a 1 or 2, the archive surges with to earn a place at her father's side by proving herself
lightning. Each creature in the room must make
а DC 15 Dexterity saving throw, taking 22 (4d10) in the depths against her wicked brother and his
lightning damage on a failed save, or halfas minions from the Fiendish Incursion Encounters
much on a successful one. If the d10 roll was 3 or and Storm Giant Encounters tables (see chapter 3),
higher, the creature can query the archive as by a and she promises Stronmaus's blessing to those
commune spell. Once a creature uses the archive who help her.
successfully, that creature can't do so again for INKY DEPTHS
24 hours. А shadow-corrupted kraken lairs in the deep, steep-
Planar Crossing. The trench below the retreat ingin the mingled planar energies there.
pierces the fabric of the planes. Two rifts in the ships over its waters, dragging sailors downIt menac
to
es
be-
planar fabric open in the depths of the trench, come shadows, ghouls, and creatures from the Ele-
one leading to the Shadowfell and the other to mental Water Encounters table (see chapter 3).
Level 4
(Control Chamber)
5A
1Square
=10Feet ponte AR а
заба шл. а
GROLANTOR'S LARDER Rampant Growth, Seeds, fruits, and cuttings of
In age» past, giants found a secluded valley sur- food.bearing plants from Grolantor's Larder г
their magic for up to 7 days. If they а
rounded by low hills. Blessed by nature deities
or perhaps abundant energy from the Elemental that time, the plants that grow are епгісі
Planes, the vale teems with game animals and year and yield twice the normal amount of food
produces an inexhaustible supply of delicious fruits when harvested. After 144 such plant samples
and grains. The giants named it Grolantor's Larder leave the grove, this property doesn't function un
for the god who would most appreciate its copi til the next dawn.
ous bounty. GROLANTOR'S LARDER ADVENTURES
Cares and sorrow melt away here, and the harsh-
est weather beyond the valley becomes mild within Here are sample adventure hooks to bring charac
ив boundaries. A babbling stream feeds a sizable ters to Grolantor's Larder or to give them missions
pond where fish thrive, Game animals graze lazily, to pursue there.
and birds flit between the trees and brush. Those
ASHES OF WAR
who find their way here can rarely muster the
will to leave.
A war-torn country's farmland was razed and
burned. The farmers need seeds and plant cuttings
GROLANTOR'S LARDER FEATURES from Grolantor's Lardertoreplant their fields, but
monsters from the Dinosaur World Encounters or
Map 4.8 depicts Grolantor's Larder, including the Megafauna World Encounters table (see chapter 3)
following features: inhabit the grove and view intruders as food.
Groves. Fruit trees and berry bushes fill the valley,
and fields of wild grains surround it.
DISCERNING TASTE
Pond. The pond brims with fish, and the cool The hill giant leader occupying Grolantor's Lar:
stream that feeds it contains clear, safe water. wants a delicacy from Karontor's Hold (in thi
Revelers' Clearing. The central clearing is carpeted ter). He uncharacteristically offers to share won:
with lush, soft grass. A great flat stone propped drous food from the larder to anyone who manages
upon smaller boulders serves as а table that can 1o slay an aboleth living in flooded tunnels beneath
the castle and return with its meat. Creatures from
accommodate giants, the Fomorian Encounters table (see chapter 3) stand
GROLANTOR’s LARDER MAGIC in the adventurers’ way.
The essential magic of Grolantor's Larder is the Ravenous
abundant growth of food-bearing plants, providing Hill giant cultists led by a maw of Yeenoghu (see
ample food for all who visit. Foraging in the grove is chapter 6) raid settlements close to the grove, cap-
a simple task that requires no ability checks. With turing townsfolk to be the main course in a massive
some extra effort, visitors can gather a feast of gi- feast ritual. Giants, gnolls and creatures from the
gantic proportions, but this magic has its risks: Hill Giant Encounters table (see chapter 3) stand
Boundless Bounty. With 2 hours of foraging for
between the captives and freedom.
the choicest foods, a character can gather enough SAFE HAVEN
magical food to furnish a heroes’ feast spell (no The characters travel with refugees fleeing from
other components required). A creature who re- disaster. The survivors are exhausted and starving
ceives the benefits of the spell must make a DC when they stumble upon the grove. The unicorn
15 Constitution saving throw. On a failed save, who watches the grove and her centaur subjects
the creature suffers uncomfortable indigestion will shelter the refugees if the characters agree to
for 12 hours. On a successful save, the creature slay a nearby pride of displacer beasts and crea-
gains the enlarge effect of the enlarge/reduce spell tures from the Elemental Earth Encounters table
for 12 hours. Once this magical feast has been (see chapter 3).
gathered, the grove can't furnish another until the
next dawn. WAYWARD SON
Entrapping Beauty. After each hour а creature A noble seeks adventurers to find and return her
spends in Grolantor's Larder, the creature must son, who vanished while traveling. His route passed
succeed on a DC 15 Wisdom saving throw or be by Grolantor's Larder, where the missing man be-
unwilling to leave. A creature who has eaten food came entranced by the sumptuous feast. Satyrs and
gathered from the grove in the last 24 hours has creatures from the Cloud Giant Encounters table
in chapter 3 entice the characters to join the feast
disadvantage on the saving throw. A creature that
fails the saving throw can repeat the save after fin- permanently.
en ishing а long rest.
82 CHAPTER 4 | GIANT ENCLAVES
GROLANGOR'S LARDER
1 Square=10 Feet
HiaTEA’s HEARTH What Rises Must Fall. The creature attuned to
throne has disadvantage on Wisdom checks,
A stone feast hall of gigantic proportions radiates
itiative rolls, and death saving throws. Any
the warmth of hearth and home. The great flagstone
floor, the massive throne, and the stone arch sur-
creatures friendly to the creature attuned to the
throne have the same disadvantage while within
rounding the cavernous fireplace are inscribed with
Hiatea's Hearth.
runes extolling the god Hiatea and invoking her
blessing upon all who shelter here. НІАТЕА5 HEARTH ADVENTURES
Many dynasties of giants have claimed ownership
of Hiatea's Hearth since its founding, and each one
Here are sample adventure hooks to bring charac-
has known vast prosperity within its walls—followed
ters to Hiatea's Hearth or to give them missions to
bya spectacular fall, The magic of
the hall invokes pursue there.
Hiatea's aspect as a tender of the hearth, but it also DYING EMBERS
carries a curse laid by her brother Karontor. Who-
An efreeti who claimed the throne has fought off
ever sits upon the throne brings fortune and glory to
their people, but this prosperity is short-lived, last-
several attempts to wrest Hiatea’s Hearth away. In
studying the hall's history, the efreeti realized the
ing only until another supplants them. truth of the hall's curse. She is desperate to escape
НІАТЕА'Ѕ HEARTH FEATURES her fate and offersa handsome reward, including a
suit of plate armor of resistance (fire), to anyone who
Map 4.9 depicts Hiatea's Hearth, including the fol- helps her survive the impending assault of creatures
lowing features: from the Storm Giant Encounters table in chapter 3.
Feast Tables. Several giant-sized tables carved GHOSTS OF THE PAST
from whole tree trunks run the length of the hall. Creatures from the Giant Kin Encounters table (see
Hearth. An enormous fireplace holds iron spits, chapter 3) have taken control of the hall but are
pots, and kettles within. Inscribed on the stone plagued by restless spirits. The ghosts and wraiths
arch surrounding the fireplace are Giant runes. of defeated foes, along with creatures from the
Throne. An immense granite throne stands at the Giant Necropolis Encounters table (see chapter 3),
head of the hall. It is intricately decorated with refuse to rest in peace.
stylized figures of giants and beasts, as well as
more Giant runes, Heap To Heap To HEAD
‘Two rival factions of giant kin vie to claim the
НІАТЕА'5 HEARTH МАСІС throne. An ettin and a fensir skirmisher each
Hiatea's Hearth carries Hiatea's blessing as well entice the characters to side with them and their
as the curse of Karontor, givingitthe following followers from the Giant Kin Encounters table (see
properties: chapter 3) to break the stalemate, offering treasure
Hiatea's Blessing. Hiatea's Hearth is consecrated and aid in the characters’ endeavors.
ground. A creature in the hall that has the Chan- INFERNAL BARGAIN
nel Divinity class feature and worships Hiatea can A bone devil knows the power of Hiatea’s Hearth
use that feature once without expending a use of and is tempting a fire giant to claim the throne, but
it. Once a creature benefits from this property, the giant's wife knows the throne’s curse will mean
the creature can't do so again until it finishes a her love's certain doom. She begs adventurers to
long rest. help her thwart the devil's designs, because she
Prosperity. A creature can attune to the hall's can't take on the devil's minions (from the Fiendish
throne as ifit were a magic item. While the at- Incursion Encounters table in chapter 3) alone.
tuned creature sits on the throne, the creature's
Charisma score becomes 25. While a creature TURN OF THE DYNASTY
is attuned to the throne, whether it sits there or The stone giant thane who controls Hiatea's Hearth
not, any creature that finishes a short rest within fears their dynasty ending and seeks an alliance
Hiatea's Hearth removes 1 level of exhaustion with the giants at the Endless Rockslide (in this
and regains hit points as if the creature spent 2 chapter), but the giants there are plotting the thane’s
Hit Dice without actually expending them. A crea- downfall. Choose any of the encounter tables in
ture's attunement to the throne can't end while the chapter 3 to determine who controls the Endless
creature lives, and no other creature can attune to Rockslide.
the throne until the attunement ends.
i
md
- Steward's
Quarters
E LIS Di
A И d
PEN NAE B
С | аи 2
ч а Ке е
@NU ЕД ў”Workshop
1 Square = 10 Feet
Map 4.12 shows Karontor's Hold, including the fol- the journey is faster; divide the distance by 3. Roll
lowing features:
once for creatures traveling as a group. This effect
ends once creatures enter the keep or get farther
Far Realm Distortion. The physical structure of the than 6 miles from it,
hold is warped near and above the well. Within
this area, glistening stone flows like viscous liquid, KARONTOR'S HOLD ADVENTURES
sickly purplish radiance gleams at the edge of per- Here are sample adventure hooks to bring charac-
ception, and the air has an acrid taste, ters to Karontor's Hold or to give them missions to
Throne Room, Damaged bas-reliefs on the walls of pursue there. )
the crumbling throne room depict fomorian nobles
(вее chapter 6) passing through a portal, girded AMPLIFIED INTRUSION
for battle. The next scene, presumably the after- A fomorian deep crawler (sce chapter 6) lurking in
math, ів defaced and illegible, the hold has designs on the Forest Crystal (in this
Well. A giant-sized well in the keep's deepest level chapter), seeking to corrupt it and use its magic to
plunges a seemingly infinite depth. Faint purple spread the Far Realm intrusion, While some of its
light shines from the depths, and psychic whis- minions—creatures from the Fomorian Encoun-
pers caress the mind of anyone who peers into the ters table (sce chapter 3)—defend Karontor's Hold,
others carry cursed objects into the forest to infuse
depths, A 5-foot-high wall surrounds the well,
their corruption into the crystal. If these minions
KanoNTOn's Ного Macic аге successful, the Forest Crystal becomes an ex-
tension of the Far Realm's intrusion.
The Far Realm intrusion flowing from the well
їп Karontor's Hold twists space and time in and FALLEN STORM
around the keep toarange of6miles. The enclave A storm giant who sought to cleanse the Far Realm
has the following properties: corruption from the keep has succumbed to the cor-
Dilated Time. The Far Realm distortion in Karon- ruption and now gathers creatures from the Giant
tor's Hold warps creatures’ perception of time in Kin Encounters table in chapter 3 to unleash on sur-
stressful situations. At the start of each creature's rounding settlements, The giant can be cleansed of
turn Іп combat, roll а d4, On an even number, Раг Realm influence by the remove curse or greater
the creature's speed is halved until the end of the restoration spell, but only if the spell is cast whi
turn, Оп an odd number, the creature's speed is the giant has the incapacitated condition and the
and
doubled until the end of the turn, Aberrations caster succeeds on a DC 20 ability check using the
creatures with a psychic gift from the Psychic caster's spellcasting ability,
Well (sec below) are immune to this effect, Foon ron THOUGHT
Psychic Well. A creature can try to harness the psy- A colony of mind flayers flooded the well room
chic power of the well by gazing into it for 1 min- with brine, and they are collecting brains to feed a
ute while remaining within 10 feet of the well, At nascent elder brain, They send dominated creatures
the end ofthe minute, the creature must make a from the Hill Giant Encounters table in chapter 3 to
DC 15 Intelligence saving throw. On afailed save, fetch victims. An ally of the characters survives the
the creature takes 22 (4410) psychic damage and assault and asks the characters for help,
n gains 1 level of exhaustion, On a successful save,
а CHAPTER 4 | GIANT ENGLAVES
[LN |
1 Square = 10 Feet
1 Square = 10 Feet
“Я
Es T
THUNDERING OBSERVATORY reduces the number of levels gained by 1 for each
A gigantic turret of stone and crystal hangs in such immunity.
Remote Viewing. As an action, a creature operating
the sky, suspended between two breathtakingly the controls сап make a DC 20 Intelligence (Ar-
tall mountain peaks by twin tethers of rumbling
lightning. The light and rolling thunder herald the cana) check. On a successful check, the creature
can cast the scrying spell (spell save DC 17) from
location's existence for many miles, though it's so
remote that only a handful of people have ever seen
the device. A magical image of the target appears
it, and fewer still have explored it. before the controls.
The few people who have managed to enter and THUNDERING OBSERVATORY
explore the Thundering Observatory have thus far
discovered only its remote viewing potential and ADVENTURES
not the full truth of the suspended turret. Most crea- Here are sample adventure hooks to bring charac-
tures can't comfortably remain in the turret long ters to the Thundering Observatory or to give them
enough to puzzle out its true purpose as a doomsday missions to pursue there.
weapon built by a lost empire of giants, COLLATERAL DAMAGE
‘THUNDERING OBSERVATORY FEATURES Factions consisting of
creatures from the encounter
tables for two kinds of giants in chapter 3 have dam-
Map 4.17 depicts the Thundering Observatory, in- aged the observatory in their struggle for control of
cluding the following features;
the site, and its energy is building toward an over-
Lightning Tethers. The tethers holding up the load. То stop the imminent explosion, the characters
observatory shed bright light for 50 feet and dim must negotiate with or get through the fighting crea-
light for an additional 50 feet. They also emit a tures to repair the control console.
constant, loud rumble audible for 10 miles. This
constant thunder is so intense that any creature ESCALATION
within the turret has disadvantage on ability Goliath giant-kin (see chapter 6) who live on one
checks and attack rolls. Creatures with resistance of the nearby mountains are at war with creatures
or immunity to thunder damage are immune to from the Giant Kin Encounters table in chapter 3.
this disorientation. A creature that touches or en- On the brink of destruction, the goliaths hope the
observatory they have seen from afar can tip the
ters the tether for the first time on aturn, or that scales in their favor, and they hire adventurers to
starts its turn in the tether, takes 55 (10d10) light- secure it.
ning damage.
Observation Chamber. The lowest floor of the ob- FINAL Key
servatory has transparent crystal walls that offer A storm giant offers the characters a stunning re-
a spectacular view of the surrounding region. A ward if the characters can use the Star Forge (in
magic control console made of copper and gold this chapter) to build him a machine component.
occupies this chamber. Once they do, an adult gold dragon warns them the
THUNDERING OBSERVATORY MAGIC giant intends to use the component to activate the
‘Thundering Observatory as a doomsday weapon.
A creature in the Observation Chamber can use the
control console to activate the following properties: FIRE WHEN READY
A frost giant plans to use the observatory's Death
Death Ray. As an action, a creature can use the ob-
Ray to destroy her rivals іп Hiatea's Hearth (in this
servatory controls to direct a deadly bolt of magi- chapter). The current ruler of Hiatea's Hearth has
cal energy at a point it can see, including locations learned of the giant's plan and implores the charac-
viewed through the observatory's Remote Viewing ters to thwart it. Creatures from the Frost Giant En-
property (but not through any other means of scry- counters and Elemental Air Encounters tables (see
ing or magical sensing). The ray creates a line of chapter 3) defend the observatory,
destruction 10 feet wide starting from the target
point and progressing 100 feet in a direction of History Lesson
the creature's choice. Creatures and objects in A rock gnome mage has pieced together accounts
that line take 143 (26d10) force damage. A crea- from ancient sites leading to the observatory. Crea-
ture reduced to 0 hit points is disintegrated into tures from the Giant Construct Encounters table
fine gray ash and can be returned to life only by in chapter 3, fucled by magical lightning, deny en-
a true resurrection or wish spell. А creature that trance to the turret when the characters escort the
activates this property gains 6levels of exhaus- gnome there to study.
tion. Immunity to lightning or thunder damage
(Observation Chamber)
CHAPTER
GIANG GREASURES
IANTS COLLECT AN ECLECTIC ASSORTMENT their wealth, and they often carry lavish items to fur.
of treasures and trinkets over the course ther boast about their riches.
of their long life spans. This chapter, Other cloud giant bags are deceptive: they appear
intended for the Dungeon Master, ex- to be small and flat but abound with hidden pockets
plores treasures intrepid adventurers might find to stash all manner of items. Giants who carry such
during their encounters with giants, focusingon bags identify with the trickster aspect of the god
the six main families of giants described in the Memnor and take pride in their cleverness.
Monster Manual. This chapter contains the follow-
ing sections: Сошо GIANT BAG CONTENTS
140 (448 x 10) sp.
“Giant Bags” provides tables you can use to deter- 140 (4d6 x 10) gp.
mine the contents—both valuable and mundane— 10 (346) pp
of aroaming giant's bag.
“Relics of Giant Realms” details the variety of valu- 3 (144 + 1) boulders (for throwing)
able treasures left by ancient giants’ civilizations. 2 (184) items from the Cloud Giant Bag Items table
“Magic Items” presents new magic items as- CLOUD Giant Bac ITEMS
sociated with giants, their legends, and their
magic runes. 92 нет
1 A 4-foot-diameter gourd
GIANT ВАСЅ 2 A massive mortar and pestle
Giants on the move carry colossal bags containing з A gilded birdcage, large enough to hold a Medium
miscellaneous items collected over many years. creature, worth 50 gp
Giant bags are strange repositories of unusual А giantsized silver ring set with blue crystals.
mementos, titanic tools, and giant-sized portions
offood and drink. This section provides guidance
worth 75 gp
for determining the contents of the bag of a giant A large, gaudy citrine pendant carved to look like
of any kind. the sun, worth 90 gp
Each ofthe listsinthis section includes coinage A giant-sized brass spygiass worth 100 gp
(replacing the Individual Treasure tables in the Dun. A life-sized malachite statue of avulture, worth
Geon Master's Guide), boulders for throwing. anda nogo
number of other nonmagical items determined by A tall electrum goblet inlaid with jade, worth 115 go
rolling on another table. These items can include
valuable objects, as well ав food. tools, and curios- A giant-sized silk dressing gownworth 125 gp.
ities. At your discretion. any giant bag might also m жай turquoise idol depicting Memor,
contain a bagjelly (described in chapter б). 4
‘Twa \-focn-tall goldeneggs,eachworth100go
CLOUD GIANT BACS A large tinum mask worth 200gp,which can
Most cloud giant bags are sewn from richly dyed depi t toro expressions tnt of grand joy and ore
fabric and trimmed with gold. Giants who carry | f déepsorióp —dependag on its orientation
such bags thrive on showcasing the full extent of
“,
graved with the shield rune,
While wearing this armor, your hit point max
imum increases by an amount equal to 10 +
your level.
Invoking the Rune. As an action, you can invoke
the armor's rune to cast the beacon of hope spell
with it; the spell has a duration of 1minute and
doesn't require concentration. Once the rune has
been invoked, it can't be invoked again until the.
next dawn,
Вісву'8 BENEFICENT BRACELET
Wondrous Item, Artifact (Requires Attunement)
This gorgeous jewelry piece, crafted by the wizard
Bigby himself, consists of four gold rings attached
via delicate chains to a wrist cuff studded with вар.
phires and diamonds.
Random Properties. The bracelet has the follow
ing random properties, determined by rolling on the
appropriate table in the Dungeon Master's Guide:
+ 1 minor beneficial property
+ 1 major beneficial property
+ 1 minor detrimental property
Dexterous Fingers. While wearing the braci elet,
you can cast mage hand.
Force Sculpture. By focusing and channeling the You сап add your Constitution modifier (minimum
bracelet’s magic for 1 minute, you can create a spe of +1) to the damage rolls of attacks made with
tral copy of a Large or smaller nonmagical objec this weapon,
The copy appears in an unoccupied space within 10 Invoking the Rune. When you target a creature
feet of you, and it is made of tangible but translucent with an attack using this weapon, you can invoke
force that mimics the size, weight, and other proper- the sword's rune, causing it to flare with crimson
ties of the object it's copying. The copy must appear light and infusing your attack with bloodthirsty pre-
оп а surface or liquid that can support it. Creatures. cision. You then spend and roll one of your unspent
can touch and interact with the copy as ifitwere a Hit Dice and add the number rolled to the attack
nonmagical object. roll. You can choose to invoke the rune after roll-
‘The copy is immune to all damage and can't be ing the 420.
dispelled, but a disintegrate spell destroys it im- If this attack hits, youcan also spend and roll any
mediately. Otherwise, the copy disappears after 8 number of your unspent Hit Dice and add the total
hours or when you dismiss it as an action. rolled to the weapon's damage.
The bracelet can create up to three copies and re- Once the rune has been invoked, it can't be in-
gains all expended usesat dawn. voked again until the next dawn.
Helpful Hand. As an action, you can use the. Crown oF THE WRATH BRINGER
bracelet to cast Bigby’s hand as a 9th-level spell Wondrous Item, Rare (Requires Attunement)
(spell attack bonus +13). When you cast the spell Thisjagged iron circlet bears ornaments in the
this way, the spell doesn't require concentration.
Once this property is used, it can't be used again un- shape ofthe enemy rune. When worn, the crown
til the next dawn. glows with pale light as it draws upon the wearer's
fury to strike opponents with vicious terror.
BLOODSHED BLADE When you make an attack roll against a creature
Weapon (Any Sword), Very Rare (Requires and hit it while wearing this crown, you can spend
Attunement) and roll one of your unspent Hit Dice. The creature
The hilt of this sword bears a carnelian engraved
takes extra psychic damage equal to the num-
with the blood rune.
ber rolled.
'2 CHAP TE
5|GIANT R
TREAS URES
Random Properties, The helm has the following
random properties, determined byrolling on the ap
propriate table in the Dungeon Master's Guide:
+ 2 minor beneficial properties
+ 1 major beneficial property
+ І minor detrimental property
Master ofGuile. While wearing the helm, you
have advantage on Charisma (Deception) and Wis
dom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action
while wearing the helm, you can launch a bolt of
searing elemental energy toward a creature you can
see within 90 feet of yourself. The target must make.
а DC 20 Dexterity saving throw. Оп a failed save,
the creature takes 4d6 acid, cold, fire, lightning, or
thunder damage (your choice). On a successful save,
the creature takes halfasmuch damage.
Spelicasting. The helm has б charges and re-
gains 1d6 charges each dawn. As an action while 4
wearing the helm, you can expend 1 or more of its
charges to cast one of the following spells (save DC
20): elemental weapon (1 charge), сай lightning (2
charges), wall of
fire (З charges), conjure elemental
(4 charges), tsunami (5 charges).
LASH OF IMMOLATION
Weapon (Whip), Rare Heim or Pearecr Porentiat
The handle of this dark leather whip bears the fire
rune, and embers dance around the whip's tail.
You gain а +1 bonus to attack and damage rolls The bow has 8 charges for the following proper-
made with this weapon, and on a hit, the whip deals. ties, which you can use while wielding the bow. The
an extra 1d6 fire damage. When you score a critical bow regains 1d4 + 1 charges daily at dawn.
hit with an attack using this whip, the target also Curative Arrow. When you take the Attack action
has the restrained condition until the start of your. using the bow, you can expend 1 charge to replace
next turn, as fiery bands lash around the target. one of your attacks with a blazing arrow of curative
Invoking the Rune. When you make an attack magic, which automatically hits one creature you
with the whip and hit, you can use your reaction to can see within 150 feet of you. The target can then
invoke the whip's rune. Doing so increases the extra immediately spend and roll one of its unspent Hit
fire damage dealt by the whip to 246. Dice and regain а number of hit points equal to the
Once the rune has been invoked, it can't be in- roll plus your Wisdom modifier (minimum of+1).
voked again until the next dawn. If the target has no unspent Hit Dice remaining,
nothing happens. You can use a curative arrow only
LONGBOW OF THE HEALING HEARTH once per turn.
Weapon (Longbow), Legendary (Requires Spelicasting. While holding the bow, you can
Attunement) use an action to expend 1 or more of its charges to
This ivory longbowis inscribed with a prayer to the cast one of the following spells from it (save DC 18):
god Hiatea, the runes of which are entwined with create food and water (1 charge), warding bond (2
gilded engravings of wheat stalks and deer antlers. charges), guardian offaith (3 charges).
You gain a +3 bonus to attack and damage rolls LUCENT DESTROYER
made with this weapon. If you load no ammunition Weapon (Musket), Very Rare (Requires Attunement)
in the weapon, it produces its own, automatically
creating one magic arrow when you pull back the This magic weapon is a triple-barreled bronze mus-
string. The arrow created by the bow vanishes the ket. You gain a +1 bonus to attack and damage rolls
instant after it hits or misses a target. made with it. It requires no ammunition, its damage
is radiant instead of piercing, and it doesn't have the
CHAPTER 6
BESGIARY
CROSS THE MULTIVERSE, GIANTS ARE to demon lords or archdevils, including the
shaped by ancient traditions and a powerful echo of Demogorgon, the fire hellion, the fury of
connection to the Elemental Planes. This Kostchtchie, the maw of Yeenoghu, and the stalker
chapter describes dozens of giants and re- of Baphomet. Others are cultists of Elemental
lated creatures for use in your game. For guidance E a cloud giant of Evil Air, a fire giant of Evil
on how to use a creature's stat block, consult the ire, a frost giant of Evil Water, and a stone giant
introduction of the Monster Manual. of Evil Earth. The fomorian deep crawler and the
Herein you'll find weapons that deal unusual dam- storm herald—a storm giant transformed into a
age types and spellcasting that functions in atypical monstrous Aberration—round out this category.
ways. Such an exception is a special feature of a Other Giant Variations. The unfallen form of fomo-
monster and represents how it uses the weapon or rians is here, along with a variant etin (the ettin
casts its spells; the exception has по effect оп how a ceremorph) and two versions of trolls (the troll
weapon or a spell functions for others. amalgam and the troll mutate).
Ifa stat block contains the name ofa class in the Elemental Hulks. Withered branches of the giant
monster's name or in parentheses under the name, family tree, the elemental hulks (cinder, dust, light-
the monster is considered a member of that class for ning, mist, mud, and rime hulks) are Elemental
the purpose of meeting magic item prerequisites. creatures descended from giants.
‘The monsters in this chapter are arranged in Undead Giants. Undead forms of the giants of the
alphabetical order for ease of reference. Here's an ordning appear in this chapter: barrowghasts,
overview of the creatures herein: cairnwights, firegaunts, frostmourns, spectral
Extended Family. This chapter introduces death gi- clouds, and tempest spirits.
ants, fensirs from the Outer Planes, and the mon- jantic Animals. Dinosaurs and other enormous
strous gargantuas, as well as primordial scionsof creatures are often found in giants’ enclaves.
the giant gods. ‘These include four Gargantuan dinosaurs (аего-
Magic-Using Giants. Each of the giants of the ord- ваш, altisaur, ceratops, and regisaur), giant geese,
ning has new variants in this chapter. The cloud giant lynxes, giant oxen, giant rams, giant ticks,
giant destiny gambler, fire giant forgecaller, frost gigants, grinning cats, spotted lions, storm crabs,
giant ice shaper, hill giant avalancher, stone giant and titanotheres.
Tockspeaker, and storm giant tempest caller all Humanoid Giant Kin. Firbolgs and goliaths appear
Wield the traditional rune magic of their kind. here in a few different varieties.
They arejoined by the death giant shrouded Others. Two enormous Constructs appear here
one and the fomorian warlock of the dark, gi- (the flesh colossus and the runic colossus), as well
ants outside the ordning that nevertheless wield as an Ooze that lives in giants’ bags—the aptly
Tune magic. named bag jelly.
2 iant Cultists. Other variations include giants Tables at the end of this chapter list all the crea-
that follow the cults of "interloper gods." Some of tures herein by giant kind, challenge rating, and
these are Fiends transformed by their devotion creature type.
CHAPTER 6 | BESTIARY u9
P.
Duar h saga clains bag Jellies are
the result of a,curse laid by Durarie
velojeforge, uha uas beaten bo death while
hiding inside а, giant bag.
—digby @
Im work ove to discount Dwarvi
sh
Sagas аб a rule, uk everyowe
Veovus
that роса lett in а hag tor long
sometimes comes olive, "Eat ik belove
it eats you." That's my motto,
Diancastra
BAG JELLY
Medium Doze, Unoligned
‘Armor Class 8
Hit Points42(598 20)
Speed 10 ft., climb 10 ft
STR DEX CON INT — WIS СНА
за) 662) 1904) 2(4 7(2 2(-4
Bac JELLY
Bag jellies are olive-hued oozes similar to the dun Damage Resistances acid, bludgeoning
Econ scavengers described in the Monster Manual. Condition Immunities exhaustion
Senses blindsight 60 ft. (can't see beyond this radius).
As their name suggests, though, these creatures passive Perception 8
are most often found in the bags carried by giants, Languages —
where they feed on whatever organic material they Challenge1(200 xP) Proficiency Bonus +7
find. Bag jellies are resistant to squishing, which
helps them survive when a и throws the bag, sits
‘Amorphous. The bag jelly can move through a space as narr
251 inch without squeezing.
on it, or uses it as a makeshift bludgeon.
Some giants keep their bags scrupulously clean to ACTIONS
avoid attracting bag s, but others actually use Multiattack. The bag jelly makes two Pseudopod attacks
these scavengers to hinder thieves, Many would-be Pseudopod. Melee Weapon Attack; +3 to hit, reach 5 ft., one t
thieves who rummage through a sleeping giant's get. Hit: (246 +1) acid damage. If the target is а Medium с
bag find themselves stuck to a bag jelly's adhesive smaller creature, it has the grappled condition (escape OC
surface and unable to flee as the sound of their Ability checks made to escape this grapple have disadvantag"
struggle wakes the giant.
CHAPTER 6 | BESTIARY
oo —pvyVAEOLGCOALALLV
BARROWGHAST
Huge Undead, Typically Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 138 (12d12+60)
Speed 40 ft.
STR DEX CON INT. wis CHA
2165) s) 2005) 503) 9(-1) 6(-2)
Damage Resistances necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Giant.
Challenge 7 (2,900 XP) Proficiency Bonus +3
—M———
Stench, Any creature that starts its turn within 10 feet of the
barrowghast must make a DC 16 Constitution saving throw.
Опа failed save, the creature has the poisoned condition for
1 minute, While poisoned this way, the creature can't regain
hitpoints. On a successful save, the creature is immune to the
Stench of all barrowghasts for 24 hours.
ACTIONS
Multiattack. The barrowghast makes two Slam attacks. It can
replace one Slam attack with a Life Drain attack
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (2412 + 5) bludgeoning damage.
BARROWGHAST Life Drain. Melee Weapon Attack: 48 to hit, reach 10 ft., one
АШ giant who dies with an empty stomach, full of creature. Hit: 9(1d8 + 5) necrotic damage, and the target must
таре and regret, might become suffused with energy succeed on a DC 16 Constitution saving throw or its hit point
from the Negative Plane and rise as a barrowghast. maximum is reduced by an amount equal to the damage taken.
Though it looks like little more than an animated
This reduction lasts until the target finishes a long rest. The
target dies if
this effect reduces its hit point maximum to 0.
Corpse, a barrowghast is filled with necrotic energy ‘A Humanoid slain by this attack immediately rises as a
and driven by spite and malice. Its blood is a thick zombie (see the Monster Manual). The zombie acts as an ally of
and toxic ichor that gives the barrowghast а nox- the barrowghast but isn't under its control
us stench.
Barrowghasts no longer hunger for physical food REACTIONS
ind instead crave life energy drained from living Noxious Wound. Immediately after the barrowghast takes
Creatures. They often target former family mem- Piercing or slashing damage, poisonous ichor sprays from the
“ersand allies, but they feast indiscriminately on wound. Each creature within 5 feet of the barrowghast must
“ty creatures they encounter. When barrowghasts
make a ОС 16 Dexterity saving throw, taking 10 (346) poison
"ain Humanoids’ life energy, those Humanoids rise
damage on a failed save, or halfasmuch damageona suc-
åS zombies, cessful one,
E
+-+-+--+---
CHAPTER 6 | BESTIARY
CAIRNWIGHT
Stone giants believe the god Skoraeus Stonebones
inspires artists to create their finest stone carvings,
Sometimes agiant pursues this divine inspiratio a
to the exclusion of all other tasks, retreating into
ns,
spacious cavern and blocking out all distractio
Creating a masterwork can become such a driving
it: a giant who dies
obsession that death can't stop
cai mwight and
while creating art might rise as a
d
continue the work. Once the artwork is complete
the cairnwight remains as its undy ing guard ian.
A cairnwight looks much like an emaciated stone
giant. Its form is caked with lichens and miner
tomb,
deposits, which help it blend with its cavern com.
Should а creature attempt to interfere with the
pletion ofthe cairnwight's project, damage the art.
or steal from the cairnwight, the giant petrifies the
creature, places the resulting statue outside as a
warning, then reseals its cavern vault
CAIRNWIGHT
Huge Undead, Typically Neutral.
ی
Armor Class 19 (natural armor)
Hit Points 138 (12412 + 60)
Speed
40ft.
ПАННЫ а е
STR DEX CON INT WIS CHA
23066) 1060 2165) 1960) (3) $60
Saving Throws Con +9, Wis +5
SkillsAthletics +10, Perception «5, Stealth +8
Condition Immunities charmed, exhaustion, frightened
petrified
Senses darkvision 60 ft., passive Perception 15
Languages Giant
Challenge9(5,000 xP) Proficiency Bonus+4
AcTIONS
Multiattack. The cairnwight makes two Slam attacks or two
Rock attacks, and it uses its Petrifying Touch ifavailable.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft, one target
Hit: 22 (310 +6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., опе
target. Hit: 19 (308 + 6) bludgeoning damage, and the target
must succeed on aDC 17 Strength saving throw or have the
prone condition
Petrifying Touch (Recharge 5-6). The cairnwight touches опе
Creature it can see within 10 feet of
itself. The target must sue
ceed on a DC 17 Constitution saving throw or take 26 (4812)
force damage and have the restrained condition as it begins te
turn to stone. The affected target must repeat the saving
throw
at the end ofits next turn. On а successful save, the effect ends
on the target.On a failed save, the target has the petrified com
dition instead of the restrained
condition.
—
122 CHAP6TE
|BESTR
IARY
te
CINDER HULK
Cinder hulks are distant descendants of fire s
who isolated themselves from the world and veers
themselves in the energy of the Elemental Pech
Overthe course of centuries, these giants were
transformed into Elementals made of eneke ani
cinders. Half фе size of their giant ancestorsdi
hulks maint: the basic physical shape of red
ants, but ash and embers billow around their bare
cohesive physical forms. Заба
Cinder hulks live in isolated enclaves іп fier
locations on the Material Plane, in the Elemental
Planes of
Air and Fire, and especially in the Gre
Confagration, the border région between those tw
planes. They retain none of
the skills and motivation
Е Шыга гапссмоса they Mtl NENCO Bi
much as they can until their own flames аге extin-
guished. When a cinder hulk dies, it collapses into
billowing cloud of searing smoke. m
=
CINDER HULK
Large Elemental, Typically Chaotic Evil
‘Armor Class 16 (natural armor)
Hit Points 84 (8810 + 40)
Speed 40 ft.
STR DEX CON INT WIS СНА
маз 1200) 2065) 9(-1) 1462) 100)
CHAPTER 6 | BESTIAR
DESTINY GAMBLER
HANT Alignment
sant (Bard), Any
$ ‘Armo r Class 15 (natural armor)
Hit Points 337 (27412 + 162)
і Speed 40 ft., Пу 40 ft. (hover)
| STR DEX сом INT wis CHA
| 2708) 12 (41) 22 (+6) 19 (+4) 16 (+3) 22 (+6)
Cha +12
Saving Throws Con 412, Int +10, Wis +9,ption
Skills Deception +18, Insig ht +9, Perce +9
Damage Immun ities thund er
Senses truesight 30 ft. (requires Cloud Rune),
passive Perception 19
Languages Common, Giant
Challenge 19 (22,000 XP) Proficiency Bonus +6
>.
CLOUD GIANT OF EVIL AIR
Given their inherent linktoelemental air, cloud
giants who turn from the gods of the Ordning often
gravitate to the service of Yan-C-Bin, Prince of Evil
Air. These giants! cunning, charisma, and sheer
physical and magical might make them well suited
10 leadership positions in the cultsofElemental
Evil. A cult wit loud giant at its head can be a
Tormidalle ceion anddestructionin
ofcorrupt
for
the world, As if that weren't enough, cloud giants.
often bring tremendous wealth with them, swell.
ing the cult's coffers to finance more farreaching
operations
A cloud giant dedicated to Evil Air wears a magic
vest adorned withwings made from roc feathers
and enchanted with elemental air,allowingth
и to fly. The vest functions only for the gi
whowears it,
eee
CLOUD GIANT oF EVIL AIR
Huge Giant, Typically Neutral Evl
‘Armor Class 14 (natural armor)
Hit Points 200 (16412 + 96)
Speed 40 ft, fly40 ft
STR DEX сом іт WIS СНА
27 (+8) (0) 226 1244) 1643) 194)
Saving Throws Con +10, Wis +7, Cha +8
‘Skills Insight +7, Perception +7, Stealth +4
Senses passive Perception 17.
Languages Auran, Common, Giant
Challenge 12 (8,400 XP) Proficiency Bonus +4
Flyby. The giant doesn't provoke an opportunity attack when it
без out of an enemy's reach.
ACTIONS.
Multiattack, The giant makes two Scimitar attacks and one — |
Storm Boomerang attack.
Scimitar, Melee Weapon Attack: +12 to hit, reach 10 ft., one tar-
get. Hit: 18 (346 + 8) slashing damage. |
Storm Boomerang. Ranged Weapon Attack: +12 to hit, range
DESTINY GAMBLER SPELL WINNINGS 60/240 ft, one target. НИ: 15 (384 + 8) bludgeoning damage —|
plus 7 (296) thunder damage, and the target
Destiny gamblers aren't content with winning mere
treasures, preferring to play for power and favors from опа DC 16 Constitution saving throwor have must the
succeed — |
stunned
condition until the end of its next turn. or Miss: The boo-
creatures who possess great magic. Tales passed merang magically returns to the giant's Hit hand immediately after
through cloud giant generations tell ofa giant who out- the attack
witted a celestial being to win a feather imbued with Spelcestng Thegiant casts one of
the light ofan extinct sun, and anotherwhoobtained the following spells, requir-
ing no material components and using Charis
a fraction of power from the demon lord Orcus. To de- ell-
pict a destiny gambler who won such a wager, you can casting ability (spell save DC 16j: me spell
‘add one or more of these spells to the destiny gam- At will: detect magic, fog cloud, light
Мег Spellcasting action, each castable once per day: 2/day: telekinesis
umeo,
circle ofdeath, harm, Otiluke's freezing sphere, sunbeam. day: goseous form
وإ
CHAPTER 6 | BESTIARY
125
Ec. a
DEATH GIANTS
Long ago, a large and of cloudgiants traveled to
the Shadowfell in searchofa way to preserve their
collapsing empire. Desperate to save themselves
andtheir way of life, they collectively made a bet
with the Raven Queen, amysterious god ofdeath
and memory who dwells on that plane, Accounts of.
that bet andits outcome vary: some saythe Raven
Queen answered every riddle the giants posed until
the giants collapsed from exhaustion, while others
describe aseriof esincreasingly improbable events
favoring the Raven Queen in every wager. What is
certain is that the giants severely underestimated
the Raven Queen, When they lost their wager, the
Shadowfell became their home, and they have
grudgingly served the Raven Queen ever since.
Over time, the Shadowfell transformed thes
giants; their bodies shriveled, and their comple
ions took on а deep-purple hue, They became the
first death giants, and theirdescendants haunt the
Shadowfell to this day, searching both that plane
and the Material Plane for souls that might please
their divine queen.
DEATH GIANT REAPER
Death giant reapers wield massive scythes and wear
armor that resembles the carapaces of giant insects,
They wield the magic of shadow, which lets them
take on a ghastly appearance and disappear, as well
as twist shadow into terrifying bolts of energy that
drain the vigoroftheir victims.
DEATH GIANT SHROUDED ONE Soul Burst, Melee or Ranged Spell Attack: +11 to hit, reach 10 ft.
Huge Giant (Wizard), Any Alignment or range 120 ft., one target. Hit: 28 (4410 + 6) necrotic damage.
If
the target has the frightened condition, the giant gains tem-
Armor Class 12 (15 with mage armor) porary hit points equal to the damage dealt.
Hit Points195 (17412 + 85) Reaping Scythe (Requires Death Rune}. Melee SpellAttack:
| Speed 40ft. +11 to hit, reach 15 ft, one creature. Hit: 38 (7410) necrotic
damage, and the target can't regain hit points until the end of
| STR
| 2768)
DEX CON INT WIS. CHA its next turn. The target dies if it is reduced to 0 hit points by
14002) 2005) 23 (6) 16(3) 1603) this attack,
Saving Throws Con +10, Int +11, Wis +8, Cha +8 Spellcasting. The giant casts one of the following spells, using
Skills Arcana +11, Perception +8, Stealth +7 Intelligence as the spellcasting ability:
|Damage Immunities necrotic At will: detect magic, mage armor
| Condition Immunities frightened 3/day each: speak with dead, Tenser's floating disk
Senses darkvision 120 ft., passive Perception 18
|Languages Common, Giant Bonus Actions
Challenge 15 (13,000 ХР) Proficiency Bonus +5 Frightening Teleport (Recharge 4-6). The giant magically tele-
||Death Rune. The giant has a death rune inscribed on a giant's ports, along with any equipment it is wearing or carrying, up to
Skull in its possession. While holding or wearing the skull bear- 40 feet to an unoccupied space it can see. Each creatu re
the location the giant left must succeed on a DCwithin
10 feet of
Wisdom saving throw or have the frightened condition until 19the
ing the rune, the giant can use its Reaping Scythe action and
‘Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and end of that creature's next turn.
immunity to necrotic, poison, and psychic damage. The skull ‘Shroud of Souls (Requires Death Rune). The giant shrouds itself
‘egains all its hit points at the end of
every turn, but it turns to in atorrent ofsouls. While the giant is shrouded, each creature
dust ifreduced to 0 hitpoints or when the giant dies. If the rune that startsits turn within 5 feeoftthe giant must succe
15destroyed, the giant can inscribe a death rune on another а DC 19 Wisdom saving throw or have disadvantage on edsavin on
skull in its possession when it finishes a short or long rest. throws until the end of that creature's next turn, The shroud g
disappears after 1 minute, when the giant dies, when the giant
| Actions uses this bonus action again, or when the giant's death rune
Multiattack. The giant makes three Soul Burst attacks. Alterna- destroyed, is
tively, ifthe giant has its death rune, it can make three Reapin g
Scythe attack:
=
CHAPTER 6 | BESTIARY
ДЯ
DINOSAURS
When Annam's children first began to populate the
worlds of the Material Plane, the All-Father cre- AEROSAUR
ated behemoth dinosaurs to live alongside them as Gargantuan Monstrosity, Unaligned
companions. The primeval magic used to create the
Armor Class 14 (natural armor)
dinosaurs still thrums through their being and man- Hit Points 155 (10420 + 50).
ifests in colorful, scar-like lines on their towering “Speed
20ft.,ly120ft.
bodies. Some of these ancient dinosaurs persist in
timeless jungles, hidden enclaves, and other lands STR рх сом INT wis CHA
untouched by the rest of the world. (8) 10(0) 21 (+5) 3(-4 10 (+0) 5(-3)
AEROSAUR |SkillsPerception +4
_ Senses passive Perception 14
A pterosaur the size of the most ancient dragons, an Languages —
aerosaur boasts a wingspan of nearly 200 feet. Ele- Challenge 10 (5,900 XP) Proficiency Bonus +4
mental energy traces patterns like lightning across
its scales, giving additional thunderous power to the Magic Resistance. The aerosaur has advantage on saving
beating of its enormous wings. throwsagainst spells and other magical effects.
|ACTIONS
ALTISAUR |
Muliiattack. The aerosaur makes one Bite attack and one
The altisaur is a titanic sauropod often likened to a Talons attack.
walking mountain, with craggy spines, patterns of Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
elemental energy that glow in its hide like streams Hit: 27 (3412+8) piercing damage. If the target is a Huge ог
of lava, and eight massive legs the size of ancient _smallercreature, it has the grappled condition (escape DC 18).
trees. It creates gullies where its tail drags along Until this grapple ends, the target has the restrained condition,
the ground. Clouds often seem to gather around another target.
its head, which can reach as high as 150 feet off | Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., one tar-
the ground. |get. Hit: 24 (3410 + 8) slashing damage.
ing Gusts (Recharge 5-6), The aerosaur beats its wings, cre-
CERATOPS ursts of
thunderous force, Each creature within 10 feet
Stretching over 200 feet from the tip of its enor- rosaur must make a DC 20 Strength saving throw. On
mous nose horn to the end of its spiky tail, а сег.
atops gleams with lines of vibrant green energy in 3 на
its thickly scaled hide. Its horn alone is larger than 2sful save,acreature takes half
»
15 feet horizontally from
most giants, and the ceratops can trample ancient PE cu
forests under its feet when it becomes enraged.
колца
REGISAUR
Aptly called “the ruler of dinosaurs,” a regisaur is
an enormous predator large enough to swallow a
giant whole. Fiery veins of elemental energy course
through its skin and glow in its eyes and nostrils.
پپپ ھچ ص چ یھ
| REGISAUR grappled condition (escape DC 18). Until this grapple ends, the
| Gargantuan Monstrosity, Unaligned target has the restrained condition, and the regisaur can't Bite
another target.
| Armor Class 17 (natural armor) Tail. Melee Weapon Attack; 413 to hit, reach 20 ft., one target
Hit Points 181 (11420 + 66) Hit: 26 (498 + 8) bludgeoning damage.
Speed 40 ft.
Bonus ACTIONS
STR DEX сом INT WIS CHA ‘Swallow. Melee Weapon Attack: +13 to hit, reach 5 ft., one Huge.
Z8) вс) 2366 463 126) 662) or smaller creature grappled by the regisaur. Hit: The regisaur
swallows the target, and the grapple ends. A swallowed crea:
| Senses passive Perception 11 ture has the blinded and restrained conditions, it has total
Languages — ‘cover against attacks and other effects outside the regisaur,
Challenge 14 (11,500 XP) Proficiency Bonus +5 and it takes 7 (246) acid damage at the start of each of its
turns. The regisaur can have up to two creatures swallowed
| Magic Resistance. The regisaur has advantage on saving throws. ata time.
| against spells and other magical effects. Ifthe regisaur takes 25 damage or more on a single turn from
a swallowed creature, the regisaur must succeed on a DC 16
Actions Constitution saving throw at the end of that turn or regurgitate
Multiattack. The regisaur makes опе Bite attack and one the creature, which falls in a space within 5 feet of
the regisaur
| Tail attack. The regisaur can't target the same creature with and has the prone condition; the creature no longer has the
both attacks. blinded and restrained conditions,
| Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 47 (6d12 +8)piercing damage, and the target has the
\ 3о CHAPTER6 | BESTIARY
s hulKs Ка
W bengling be view the variou
р ot he la ng , sl au de cl in e ofthe от
д
rdly fajr to the
жо геа, ‘put that’s ha
d thrive in the
giants vho still survive on
ory
orld, heirs afbrenendous gl
—Pigby
Dust HULK
Large Elemental, Typically Chaotic Neutral
‘Armor Class 16 (natural armor)
Hit Points 62 (8910 + 24)
Speed0ft., fy 30 ft. (hover)
STR DEX CON мт WIS CHA
1562) 19 (+4) 16 (3) 10 (+0) 12 (+1) зо)
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, |
petrified, poisoned, restrained |
Senses darkiision 60 ft, passive Perception 11 |
Languages Giant, Terran
Challenge 5 (1,800 XP) Proba) вна о |
Air Form, The dust hulk can enter a hostile creature's space and.
stop there. It сап move through a space as narrow as 1 inch
without squeezing.
Death Burst, When the dust hulk dies, it explodes in a burst of
dust that fils a 10-foot-radius sphere centered on itself. Each
Dust HULK creature іп that area must succeed on a DC 14 Constitution.
Dust hulks are descended from enclaves of stone saving throw or have the blinded condition for 1 minute. An — |
giants who lived in extreme environments, isolated affected creature can repeat the saving throw at the end of each
from others. Elemental energy from the Plane of Air ofits turns, ending the effect on itselfona success.
eroded their physical forms and slowly transformed AcTIONS
them into Elementals. They are little more than Multiattack The dust hulk makes three Slam attacks. It can
clouds of gravel and dust, barely maintainingacohe- replace one of these attacks with Stinging Dust.
sive form, When a dust hulk dies, it disperses into a ‘Slam, Melee Weapon Attack: +7 to hit, reach 10 ft, one target.
cloud of dust. Hit: 13 (248+4)bludgeoning damage.
Dust hulks retain their ancestors’ passion for art- Stinging Dust. One creature ofthe dust hulk's choice inside
istry, but instead of carving stone, they view their its space must make a DC 14 Constitution saving throw. On a
bodies as living works of art. As they fly, coursing failed save, the creature takes 10 (396) bludgeoning damage
along wind currents or blowing through under- and has the blinded condition until the end of its next turn. On
ground tunnels like living sandstorms, they create a successful save, the creature takes halfasmuch damage only.
mesmerizing dances with their ever-shifting forms.
CHAPTER 6| BESTIARY
m
Main wrought by.the hand
(or tentacle, watever) of a denon lord is
|. rightlyмызы os a “blessing,”
Ва
—Piaby
ex.
EcHO OF DEMOGORGON
Some legends claim the first ettins were orcs
transformed by Demogorgon, the Prince of De
mons, while others tie their origin to Grolantor or
another god of the Ordning. Whatever the truth of
theirorigin,ettins sometimes recognize a kindred
soul in the two-headed Demogorgon and devote
themselves to his service. Those who prove excep
tionally valuable to Demogorgon's purposes in the
Material Plane are rewarded with a “blessing” that
transforms them into monstrous echoes of their de-
топ patron.
The arms of an echo of Demogorgon transform
into powerful tentacles, and the heads take on a
more bestial appearance. The transformation leaves
the echo frenzied with rage; the two heads shout
and howl at each other with а fury that resound
with demonic magic, sowing discord and confusion
around them. As the echo's monstrous heads roar
and bite at each other, nearby creatures are racked
with psychic pain orjoininthe ruckus, attacking
their allies.
| Есно or DEMOGORGON Wakeful. When one of the echo's heads is asleep, its other
Large Fiend (Demon) Typically Chaotic Ei head is awake.
Actions
Armor Class 14 (natural armor)
Hit Points 85 (10410 + 30) ‘Multiattack. The echo makes two Tentacle attacks.
Speed 40 ft. Tentacle, MeleeWeapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 13 (286 + 6) bludgeoning damage plus 9 (298)
STR DEX сом іт WIS СНА necrotic damage.
22 (+6) 1060) 1763) 1060) 126) MEY
Bonus Actions
Saving Throws Str +9, Cha +5 Discordant Screams. The echo directs its frenzied howls at
Perception +7 ‘one creature it can see within 60 feet of itself. The target must
DamageResistances cold,fire,lightning succeed on а ОС 13 Wisdom saving throw or suffer
Condition Immunities charmed, frightened following effects of the echo's choice: one of the
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Giant, Orc Confused Reaction. The target must use its reaction to make
Challenge 6 (2,300 XP) Proficiency Bonus +3 a meleeattac
ee that the echo kcanagaisee.
nst another cre; "s
| Magic Resistance. The echo has advantage on saving throws Psychic Torment.The target takes 13a (2412) psychic damas
ge.
‘against spells and other magical effects.
CHAPTER 6 | BESTIARY
Ettins, however, proved to be perfect subjects,
An ettin'stwo brains provide sufficient food for two
tadpoles, andthetwo tadpoleare s able to transform
the entirety of the ettin’s body,creating апettin
ceremorph. As part of the transformation proc
{the cttin’s headssinks into the body,with
that bı in focused on controlling the body. The
other head focuses on cogitation and psi ic power, ч
though its power is not as great as amind flayer's.
Ettin ceremorphs serve mind ayer colonies, pro-
tecting the elder brains that rule the communiti
and guarding their treasures. They retain no mem-
ory oftheirprevious existence asettins.
ErTIN CEREMORPH
Large Aberration, Typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 40 ft.
STR DEX сом іт WIS СНА
J8(4) 142) 1804) 1864) 15(62 14(42)
Saving Throws Int 47, Wis +5
Skills Perception +8
Damage Resistances psychic
Condition Immunities charmed, frightened, stunned,
unconscious
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Giant, Undercommon,
telepathy 60 ft.
Challenge8(3,900 xP) L ку Bonus+3
ا
Magic Resistance, The ceremorph has advan on saving
throws against spells and other magical effecttage
s
ACTIONS
Multiattack. The ceremorph makes one Tentacles attack
one Slam attack. The ceremorph can replace one of and
with a Mind Bolt attack, if available. the attac ks
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature, Hit: 15 (2810 + 4) psychic dama
Large or smaller, it has the grappled condge.
itio n
Ifthe target is
and must succeed on a DC 15 Intelligence saving(escthroape DC 14) |
w or have
the stunned condition until this grapple ends,
Slam Melee Weapon Attack: +7 o hit, reach 10 ft,
Hit: 22 (448 +4) bludgeoning damage one target.
ETTIN CEREMORPH Extract Brain. Melee Weapon Attack:
Mind flayers, which are described in the Monster incapacitated Humanoid grappled by the ceremo
rph, Hit: SS
Manual, are created through ceremorphosis, a pro-
ess that begins with the implantation ofanillithid О it points, the сегетоп
tadpole in the brain of aHumanoid host. Mind flay devouring its brain
ers have subjected giants to this process in an effort Mind Bolt (3/Day). Ranged Sp,ell Attack: +7
to hit, range ft,
to create larger, stronger mind flayers, but those one creature. Hit: 17 (2d12 + 4) Psy chic damage, and the120target
must succeedona DC 15 Inte
elligence saving thr
end of ts next tu ow or have the
experiments all ended in failure: a giant's body is
stunned condition until the.
simply too large for a single tadpole to take over.
CHAPTER 6 | BESTIARY
133
Two FENSIRS BRING AN OFFERING oF FOOD YO A
HUNGRY OEVOURER THAT HAS OUTGROWN HER нит.
FENSIRS 1 2 thes
Long ago, a band of frost giants led trolls in a
campaign to win Annam's favorbyconquering —Piaby
the outer plane of Ysgard. The campaign's aspi-
rations of conquest quickly failed, but the raiders
discovered a key feature of Ysgard: Ana
slain on that plane return to life the next dawn. J,et,can we fairly say that the
Thus, the giants’ incursion became a part ofthe existence са "
eternal battle that rages across the plane. Thetrolls, x oF resins is transçarently
whose fundamental nature was altered by constant bad ! Some уніі
regeneration and rebirth amid the energy Aer
of Ysgard, ght argue
ane they are a
slowly changed into entirely new creatures: fensirs Significant improvement over rotis бе
Fensirs' troll ancestry is hardly apparent in their th
appearance, They retain prominent noses and a hint e very least, the diversity ely Ule in the
of green in their skin but otherwise resemble rela- ‚ multiverse creased,
tively small frost or stone giants. They use armor and new wonders
в weapons similar to what other combatants on
and cm ;
ard use іп the eternal battle. revealed,
ы 4. That's only bad ilr you
The transformation that created fensirs left them
with an odd quirk to their regenerative Я powers: the A think а al uni
small Е
niverse that fits within
regeneration doesn't function in sunlight, and in Pe your narrow unde vst,
fact,: sunlight can turn these creatures to stone. anding is good.
Дод
Diancastra
CHAPTER 6 | BESTIARY
FENSIR SKIRMISHER _
Fensir skirmishers boast great skill inthebattle , honed
over centuries of endless conflict on battlefields
of Ysgard. They also wield elemental magic of earth
and stone, True to their giant heritage, they can
FENSIR DEVOURER transform even a pinch of mud or gravel into a boul-
grows
der suitable for hurling, and the thrown stone
Some fensirs undergo a transformation aft living in flight to knock its target flat on impact.
in Ysgard for at least a thousand years, They grow
rapidly to a height of 25 feet, fueled by an insatiable FENSIR SKIRMISHER
hunger. These fensir devourers use their great size , LargeGiant, AnyAlignment.
and strength to overwhelm foes. They can also issue
a baleful curse in their final moments, Armor Class15(chain shirt)
Hit Points94(9410 +45)
Speed 30ft.
EVOURER
Typically Chaotic Neurol STR DEX сом іт WS СНА
заа 562 2005) 462 NEO 126)
Class 17 (natural armor)
138 (12812 + 60) Saving Throws Int +5, Wis +3
140 ft. Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
STR рх сом INT WS CHA Languages Common, Giant
2065) 10(0) 2145) 1060) 14(2) 10) Challenge6(2,300 ХР) Proficiency Bonus +3
‘Skills Survival +8, Perception +8 Regeneration. The fensir regains 10 hit points at the start ofits
darkvision 60 ft, passive Perception 18 urn ifit isn't in sunlight. If the fensir takes acid or fire damage,
Proficiency Bonus +3
this trait doesn't function at the start ofthe fensir's next turn.
The fensirdies only if itstarts its turn withОhit points and
th Curse. When the fensir stars its ция with O hit points doesn't regenerate,
doesn't regenerate, it releases a curse on those around Sunlight Hypersensitivity. When thefensirstarts its turn in
it, Each creature within 30 feet of the fensir when it dies must sunlight, it must succeed on а DC 15 Constitution saving throw
succeed on a DC 13 Charisma saving throw or be cursed for the or have the petrified condition until the fensir is no longer
next 24 hours. in sunlight.
hile cursed in this way, an affected creature gains no benefit
ishing a short or long rest At the end of every hour, the 1 ACTIONS:
ture must succeed on a DC 13 Charisma saving throw or Multiattack. The fensir makes three Battleaxe attacks or two
(2810) psychic damage.
| Magic Stone attacks.
The fensir regains 10 hit points at the start ofits Battleare. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
їпsunlight, If the fensir takes acid or fire damage, get. Hit: 13 (288 + 4) slashing damage, or 15 (2410 + 4) slash-
loesn't function atthe start of the fensir’s next turn, ing damage if used with two hands.
dies onlyifitstarts its turn with 0 hit points and Magic Stone.RanSpell ged Attack: +5 hit, range 60 ft., one
target. Hit 15 (0812 + 2) bludgeoning todamage
ivity. When the fensir starts its turn in Large or smaller creature, it must succeed on .а IfDCthe13target Streng
is a
th
istsucceed on а DC 15 Constitution saving throw saving throw or have the prone condition.
petrified condition until the fensir is no longer ‘Mud to Stone (Recharge 6). The fensir lobs a magical mass
‘ofmud that splashes all creatu res in а 30-foot-radius sphere
Centered on a point the fensir can see within 60 feet of itself,
Each nonfensir creature in that area must succeed on a DC 13
ack. The fensir makes two attacks, using Rend, Boul- Dexterity saving throw or take 13 (348) bludg
|der, or a combination of them. and have the restrained condition as the mud eonin g damage
begins
Melee Weapon Attack: +8 to hit, reach 10 ft, one target. to stoneAn . affected
the nd ofits next turn,creatur e must repeat the saving tothrow
turn.
(3410 + 5) slashing damage. On a successful save, the effect endsat
Boulder. Ranged Weapon Attack: +8 to hit,range 60/240 ft., one с сана save, the creature has the petrified
. Hit: 18 (2412 + 5) bludgeoning damage. Ifthe target а
ог smaller creature, it must succeed on aDC 16 Strength Spellcasting. The fensir casts one of
savingthrowor have the prone condition. After the fensir inteligenceasthespelkastipabiythe follo, i
| throwsthe boulder, гої а d6; onaroll ofогlower, the fensir Ра using
вауday each:eac
creaher
te ete orord
estroyroy wotwater,detectmagic, pass
dest
sno more boulderstothrow.
——— ah
CHAPTER 6 | BESTIARY
рас
Fiatot Манокага
Fiatcaune
CHAPTER 6 | BESTIARY
139
y nind, thefire hellish perfectly
illustrates the difference belueen natural
™ ©
И e ancandthChe cottuet jl flanes offthe Nine е Hells,
fir H
FIRE HELLION
Fire giants study war in its many forms across the
multiverse, which sometimes leads the giants to a
fascination with the Blood War—the endless con
flict between demons and devils across the Lower
Planes. Such a giant might enter into a pact with
a powerful devil, hoping to learn tactics the devils
have fine-tuned over millennia and to acquire magi.
cal gifts to help the giant rise in the ordning.
Over time, the giant is corrupted, becoming a
Fiend in its own right. The devil teaches the giant
how to forge with infernal iron and hellfire, enabling
the giant to craft weapons that can funnel the souls
of the slain to Avernus, the first layer of the Nine
Hells, In this way,the devil stands to gain a constant
supply of souls from the giant's enemies, as well as
the promise that the giant will serve the devil as a
ith inthe Nine Hellsafter death.
‘The corrupted fire giant takes onfiendish fea
tures, including horns, cloven hooves for feet, and a
forked tail.
| FIRE HELLION Soul Taker. A Giant ora Humanoid that is reduced to 0 hit
Huge Fiend (Devil), Typically Lowful Evil points bythe hellion dies, and its soul rises as а lemure (see
the Monster Manual) on Avernus, oneoftheNine Hells, in
‘Armor Class 18 (plate) 144 hours. If the creature isn't revived before then, itcan be
restored to life only bya wish spell or by killing the lemure and
casting true resurrection on the creature's original body.
CON INT Wis СНА ACTIONS
STR DEX
25(7) 1069) 23 (+6) 1663) 14 (62) 21 (5) Multiattack. The hellion makes two Morningstar attacks.
Morningstar, Melee Weapon Attack: +11 to hit, reach 10 ft.,
Saving Throws Wis +6, Cha «9 target, Hi 20(348 1) piercing damage plus 11 (2410) fireone
Skills Arcana +7, Athletics +11, Perception «6 lamage. If the taris acreature, it can't regain hit points un
get
Damage Immunities fre tl thestart ofthehlionsnestturn, ee Ы
| Condition Immunities charmed, frightened Infernal Orb, The hellion hurlsamagical ball of fire that ex-
Senses darkvision 120 ft, passive Perception 16
Languages Common, Giant, Infernal plodes in a 20-foot-radius sphere centered on a point the
Challenge 11 (7,200 ХР) Proficiency Bonus +4 heliion can see within 120feet itself. The sphere spreads
GI around corners. Each creature of in that area must make a DC
Magic Resistance. The hellion has advantage on saving throws Dexterity saving thrA creature takes 18 (448) fire damage17
ow.
|against spells and other magical effects. and
р 18 е(448) necro
а tic damage on a failed
failed savesav , or
halfasmuch
CHAPTER 6 | BESTIARY 1
| FOMORAnyIAN DEEP CRAWLER
Alignment
Huge Giant,
Armor Class 14 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 30 ft., climb 30 ft.
|
(STR DEX CON INT wis cma |
23 (+6) 1562 2065) 9) 1763) 2)
Skills Perception +7, Stealth +6
Senses darkvision 120 ft., passive Perception 17
Languages Giant, Undercommon
FOMORIANS Challenge 10 (5,900 XP) Proficiency Bonus +4
Descended from Annam's son Karontor, fomori-
ans once occupied a place in the giants' ordning Contortionist. The fomorian can enter a space large enough
between hill and stone giants. In ancient times,
a Large creature without squeezing.
they were scholars of magic known for their keen Crawling Stance.While the fomorian has the prone condi
intellect—but also for their inflated egos and sense Eoncrawling does not cost it extra movement. In addition,
of entitlement. Karontor exploited these qualities, theprone condition does not grant advantage on attack rolls
tempting them with promises of higher standing in againstthefomorian.
the ordning, and incited his descendants to launch Spider Climb. The fomorian can climb difficult surfaces, in-
an assault on the Feywild. When the assault failed, cluding upside down on ceilings, without needing to make an
the fomorians were banished to the Underdark and
ability check,
their god was consigned to a subterranean prison. ACTIONS
Subjected to the strange magic of the Underdark, Multiattack. The fomorian makes two Slam attacks and uses.
the fomorians’ bodies and souls twisted until they Crawling Hex if itis available,
became the fomorians of today.
Slam. Melee Weapon Attack: +10 to hit, reach 10 fi., one tar
FoMorIAN DEEP CRAWLER Hit: 22 (3410 + 6) bludgeoning damage.
Deep crawlers are fomorians whose bodies are Crawling Hex (Recharge 4-6). The fomorian targets one а
adapted to crawling through the tunnels of the Un- ture it can see within 60 feet of
itself. The target must suc
сп a DC 15 Wisdom saving throw or take 31 (748) psychicdi
derdark, perhaps in imitation or in honor of Karon- age, have the prone condition, and become cursed for 1 h
tor, “the king that crawls.” Their limbs are long and While cursed this way, the target can't stand up and end!
sinuous, and their grip is strong enough for them to prone condition on itself.
climb walls and ceilings.
CHAPTER 6 | BESTIARY
Йғ
The ormovian notes | Wave met are so
utterly unvecentant and 507 unmoved hy
FOMORIAN NOBLE
Before their banishment to the Underdark,
fomorians ordered themselves based on achieve-
ments of knowledge and magical power. Before
Karontor urged his descendants into an ill-fated
assault against the Feywild, some of the mostam-
bitious, inquisitive, and power-hungry fomorians
felt they had already learned all they could from
the Material Plane, and they departed to the Inner
Planes, where they could continue their journeys
of knowledge unopposed.
In their arrogance, these fomorian nobles
unknowingly escaped the dreadful fate of their
kin, and they remain unchanged in their remote
enclaves. Occasionally they return to the Material
Plane to survey the world they left. With angular
features and apparently ageless faces, these fomo-
rians resemble gigantic elves.
FoMORIAN NOBLE Rod. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Bet. Hit: 16 (39+ tar-
Huge Giant (Wizard), Typically Chaotic Evil 66)bludgeoning damage plus 11 (2410)
force damage.
Armor Class 14 (17 with mage armor) Spellcasting. The fomorian casts onof
ethe following spells,
it Points 253 (22d12 + 110) using Intelligence as the spellcasting ability (spell save DC 17):
Speed 30 ft. At will: mage armor (selfonly),mage hand, prestidigitation
STR DEX CON INT WIS СНА Vday each: chain lightning, cone of cold (6th-level versi
ball (6th-level version), fly, plane shift (selfonly) on), fire-
23 (+6) 1804) 2005) 1944) 1462) 16 (+3)
Bonus Actions
Saving Throws Int +9, Wis +7, Cha +8
Skills Arcana +14, Perception +7, Stealth +9 Beguiling Presence. The fomorian targets a creature it can see
Condition Immunities charmed within 60 feet of
itself. The target must succeed on a DC 17
Senses passive Perception 17 Wisd om saving throw or have the charmed condition for 1
min-
Languages Giant plus any three languages | ute. An affected target can repeat the savithrong
w attheепа
Challenge 15 (13,000 ХР) Proficiency Bonus +5 of each ofits turns and whenever it takes dama
ت даў effect on itselfona success. Ifa target's savingge,throwendin g the
is suc-
cessful orthe effectends forit,the target becomes immu
Acrious
all fomorians' Beguiling Presence for the next 24 hours ne to
Multiattack. The fomorian makes three Rod attacks.
CHAPTER 6 | BESTIARY 1
FOMORIAN WARLOCK ОЕ THE DARK
Some fomorians search for the arcane glory their
kind possessed before their banishment into the
Underdark, They forge т; ts with entities.
of the dark perhaps powerful Fey of the Gloaming
Court or eldritch entities buried deep in the Un:
derdark. Their pacts give these fomorians power
over shadows, allowing them to mold and shape
darkness like clay.
س
FOMORIAN WARLOCK OF THE DARK
Huge Giant, Any Alignment
‘Armor Class 15 (natural armor)
Hit Points 207 (18912 + 90)
Speed 30 ft
STR DEX CON INT WIS CHA
23 (+6) 13) 2005 90) маз 1844)
Saving Throws Wis +6, Cha +8
Skills Arcana +3, Perception «6, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Giant, Undercommon
Challenge 12 (8.400 xP) Proficiency Bonus «4
——————————
Blood Rune. The fomorian has a blood rune inscribed on an
effigy or some other object in its possession. While holding or
wearing the object bearing the rune, the glant can use Ив Cor-
rupting Hex action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points;
and immunitytonecrotic, poison, and psychic damage.the |
object regains all its hit points at the end of every turn, butit
turns to dust if reduced to 0 НИ points or when the fomorian
dies. Ifthe rune is destroyed, the fomorian can inscribeablood
типе on an object in its possession when it finishes a short or
long rest.
Devil's Sight. Magical darkness doesn't impede the formorian's saving throw.On a failed save, a creature takes 32 (5012) force
darkvision. damage andhasthe prone condition, Оп a successful save, а
Legendary Resistance (3/Day) If the fornorian falls a saving creature takes half as much damage only
throw, it can choose to succeed instead. Spelleasting, The fomorian casts one of the following spells.
ACTIONS — __ 1... using Charisma as the spellcasting ability (spell save DC 16)
Multiattack. The forarian makes three Greatelub attacks. If AL wil detect magic, levitate, mage hand, prestidigitation
the fomorian has its blood rune, И сап replace one of these day each: detect thoughts, suggestion, telekinesis
attacks with a use of Corrupting Нех.
Bonus Actions — —
Greatelub, Melee Weapon Attack: +10 o hit, conch 15 ft, one Creeping Gloom (Recharge 6). The fomorian momentarily con
targat. Hit: 19 (308 + 6) bludgeoning darge plus 7 (246) Jures grasping darkness inа 30-foot-radius sphere centeredon
necrotic damage. a point саб see within 120 feet of itself. Each creature in that
Comupting Hes (Requires Blood Rune), the formoran targets ten must succeed опа DC 16 Constitution saving throw or
ton creature t can seewithin 60 feet of self. The target must take 11 (2010) necrotic damage and have the blinded condition
зиеевей өн a ОС 16 Charisma saving ниочи or take 27 (548) ne utl the end of its niei turni
erotic damage and bieome cursed for 24 hours While cursed
This vong, the targetàpied is reduced Бу Wall, and и (es to REACTIONS
Castаpell, нн frat виеевей on a DC 16 Intelligente cheek Panini Hebuke (Hegilres Bloud Hune) In response to being
tot fhe spell faila анё ia wasted. dared by a ваше
Eldelieh Burst, Марна energy elute V а 20 faet rads Име Іне итен the (отетип ean век within 60 feet of
fontes that Crontura t tne я DC 16 Con
MGR SAVIN WEA өн и Гаі чаць, the
jeté cantarea өп я paint th OFFAL сян век within 120 fent (Пенев contin tni hw end of Не пк erature Hine the
Аннай tah ereun in tt ана тим mala aDE 16 Duty turn,
CHAPTE
|BESTI
RARY
: hat|regardgignts connected
léuita
h healthyamunt frespect,
a cultists fanatical
CHAPTER 6 | BESTIARY
1, Typically Neutral Evil
| ArmorClass13 (natural armor)
195 (17412+25)
` HitPoints
Speed
40ft.
DEX сом INT WIS CHA
9(3) AES IM паб 1804
Throws Con +9, Wis +4
Athletics +10, Perception +4
fire
age Immunities cold, poison
Immunities charmed, exhaustion, frightened,
d,paralyzed, petrified, poisoned, prone, restrained
Proficiency Bonus+4
Immediately after a creature the frostmourn the marks of its death on its body: a wound that
an attack roll, the frostmourn momentarily seeps frosty vapor or vibrant, purple veins showing
into a blizzard, reducing thedamagetoitseby half.
lf the ravages of poison. It can momentarily dissolve
The frostmourn can then magically teleport to an unoccupied its body into aswirling blizzard to avoid harm, ге.
ceitcansee within 30 feet of itself forming at a distance to continue its assault,
CHAPTER 6 | BESTIARY
147
Fury or KosTCHTCHIE
Huge Fiend (Demon), Typically Chaotic Evil
“а
GARGANTUA
From time to time—perhaps once a generation, un
deraparticular configuration of stars and planets,
or at the whim of some malicious god—a gargantua
is born to giant parents. Though the child appears
like any other of its kind, the creature's true nature
manifests upon reaching adulthood: its complexion
turns purplish and horns sprout from its head. The
gargantua grows rapidly, eventually towering over
other giants at a height of 40 feet or more.
Most gargantuas do not feel at home in giant
communities and end up searching for homes large
enough to hold their enormous frames, The might
find a suitable home in an ancient forest, a deep can-
yon, or an immense cavern in the Underdark ome
gargantuas seek only peace and solitude, whi oth
ers lash out fiercely at a world that fears them.
Giants tell a variety of stories to explain the exis-
tence of gargantuas. One tale connects their ori,
to an ancient enclave's pact with an entity from the
Far Realm. Another claims that Karontor, "the ban.
ished son" of Annam, creates gargantuas in retalia
tion for his imprisonment. A third blames Annam,
claiming the All-Father ofthe giants is disgusted
with his descendants and seeks to destroy them.
ےا
| GARGANTUA
Gorgantuan Aberration, Typically Chaotic Neutral
‘Armor Class 17 (natural armor)
|Hit Points 388 (21420 + 168)
|Speed 60 ft.
STR DEX сом INT wis СНА
2768) 10 (+0) 26 (+8) 9(-1) 16 (+3) Boa | | Bonus Actions
Saving Throws Dex 47, Int +6, Wis +10 Baleful Hex. The gargantua curses one creature it can see within
Damage Resistances force, psychic 120 feet of itself, The target must succeed on a DC 19 Wisdom
оп оп Immunities frightened saving throw ог have the incapacitated condition until the end
Senses darkvision 120 ft., passive Perception 13 | of its next turn. |
Languages Giant Teleport. The gargantua teleports, along with any equipment it
ge 21 (33,000 XP) Proficiency Bonus +7 is wearing or carrying, to an unoccupied space that it can see
within 120 feet of itself.
REACTIONS
Flick. Immediately after the gargantua takes damage from a
Large or smaller creature it сап see within 20 feet ofitself, it
5;Ittakes 17 (546) psychic damage and has the frightened attempts to fick the creature away, The target must succeed
ition until the start of the target's next turn. On a suc- опа DC 23 Strength saving throw, or the target takes 18 (3d6 +
8) bludgeoning damage, is pushed horizontally up to 100 feet
away from the gargantua, and has the prone condition.
Spell Mimicry (1/Day). immediately after a creature the gar-
Multlattack. The gargantua makes two Slam or Rock attacks.
gantua can seecasts a spell of Sth level or lower, the gargantua
tries to copy the spell. That creature must succeed on a DC 19
|
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., опе target. Charisma saving throw, or the gargantua immediately casts the
| Hit: 27 (3412 + 8) bludgeoning damage. same spell at the same leve! (+11 to hit with spell attacks, spell
|
Rock. Ranged Weapon Attack: +15 to hit, range 120/480 ft, one save DC19), requiring no material components and choosing
target. Hit: 24 (Сато
(3810+8) bludgeoning damage. the spells targets.
aet +3 маў ڪڪ
CHAPTER6 | BESTIARY
2
po yon car
GIANT TICK
Ticks the size of boars have feasted on the blood of
giants for countless ages. Though these parasites
are painful nuisances to giants, they can be terri le
threats to smaller folk, since a hungry tick will con-
sume the blood of any creature it can catch.
eee EE
GIANT Tick
Medium Monstrosity, Unaligned
Съ ве ME
INT WIS CHA Armor Class 14 (natural armor)
39 (2) 10 (40) Hit Points 52 (798 + 21)
Speed 30 ft.
—
STR DEX INT WIS CHA
1663) 10 (+0) 2(4 1060) 24
Senses passive Perception 10.
Languages—
Challenge 2 (450 XP)
ACTIONS
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Proboscis, Melee Weapon Attack: +5 to hit, reach 5 ft., one crea-
Hit: 9 (204 + 4) bludgeoning damage plus 3 (1d6) force dam- ture. Hit: 10 (246 + 3) piercing damage, and the attaches
age. If the ram moved at least 20 feet straight toward the target to the target. While attached, the tick can't make tick
Proboscis
‘immediately before the hit,the target must succeed on a DC 14 attacks, The tick can detach itself by spending 5 feet ofits
gth saving throw or have the prone condition, ‘movement. As an action, a creature within reach of the tick
Force Bolt. Ranged Spell Attack: +4 to hit, range 30 ft. one tar- can try to detach the tick, doing со witha successful DC 13
get.Hit:7 (246) force damage. Strength check.
Blood Drain. The tick deals 10 (246 + 3) necrotic damage to
| REACTIONS t one creature it is physically attached to, provided that creature
EEA Rae (Recharge6).Immediately after
theram isn't a Construct or an Undead, or 17 (446+3) necrotic dam-
t aspell ога зрейз attack age ifthe creature is a Giant. The tick regains hit points equal
Bolt attack. to the damage dealt.
CHAPTER 6 | BESTIARY
- |
سے
GIGANT
Gurguntuan Monstrosity, Unaligned
Armor Class17 (natural armor)
Hit Points 325 (2120+105)
Speed 50 ft. burrow 50 ft., fly 80 ft.
SIR DEX CON INT WIS СНА
2467) 462 NGS 364 1462 (0)
Saving Throws Dex +8, Wis +8
Skills Perception +8
Senses darkvision 120 f. passive Perception 18
| Languages —
| Challenge 20 (25,000 xP) Proficiency Bonus +6
Spelt Resistant Carapace. The gigant has advantage on saving
throws against spells, and any creature that makes а spell at-
tack against the gigant has disadvantage on the attack roll
ACTIONS
Multiattack. The gigant makes one Mandibles attack and two
Talons attacks.
| Mandibles. Melee Weapon Attack: +13 to hit, reach 10 ft., one
creature. Hit: 21 (4d6 + 7) slashing damage, and the target has
|the grappled condition (escape DC 17). Until the grapple ends,
the targettakes 21 (4d6+7) slashing damage at the start of
each ofthe gigant's tums. While the gigant is grappling a tar-
get, itcan't use Mandibles against other targets.
GIGANT Talons. Melee Weapon Attack: +13 to hit, reach 20 ft., one tar-
get. Hit: 17 (3d6 + 7) slashing damage, and the target is pulled
A gigant is a towering insectile creature variously 10 feet straight toward the gigant.
regarded as a harbinger of doom, a defender of
nature, and a divine messenger of mysterious Scale Dust (Recharge 5-6). The gigant releases magical dust
from its wings in a 30-foot cube. Each creature in that area
purpose. Giants regard them asaplague, since must make a DC 19 Constitution saving throw, taking 45 (1098)
gigants prefer giants over other food. Some giants poison damage on a failed save, or halfasmuch damage on
claim gigants are created by the weird magical aura а successful one. On a success or failure, the creature has the
that surrounds a gargantua (described earlier in poisoned condition for 1 hour. While poisoned this way, the
this chapter). creature can't regain hit points,
А gigant resembles an enormous beetle with legs Bonus Actions
ending in sharp talons. It uses its talons to bring Drone. The gigant produces а horrid droning sound by rapidly
creatures to its enormous mandibles, which are beating its wings. Each creature within 10 feet of
the
Strong enough to carry a giant to the gigant’s nest to must succeed on a DC 19 Constitution saving throw orgigant
take 10
be devoured. (346) thunder damage and have the incapacitated condition
А gigant's wings are usually folded under its cara- until the end ofits next turn,The gigant can then fly up to half
pace, but the speedy flier can also beat its wings to | its flying speed, аў
create a horrible sound or to spread a toxic dust. ڪڪ
GOLIATH GIANT-KIN
Medium Humanaid, Any Alignment
Armor Class 18 (halfplate,shield)
Hit Points 67 (948 + 27)
GOLIATH GIANT-KIN Speed 30 fi
Goliaths are Humanoids di: ıntly related to giants.
Infused with the supernatural essence of their STR DEX CON INT WIS СНА
ancestors’ mountainous home, goliaths have the 18 (+4) 136) 1663) 1060) 126) 126)
strength and fortitude to garner a giant's respect. Skills Athletics +6, Perception +3, Survival «3
Communities of goliaths who live in close relation- Damage Resistances cold
ship with giants emulate them and are recognized Senses passive Perception 13
by the giants as kin. These goliath giant-kin of- Languages Common, Giant
‘en act as liaisons between giant clans and other Challenge 3 (700 XP) Proficiency Bonus +2
Humanoids.
Though they rarely stand more than 8 feet tall, ACTIONS
Eoliaths can hold their own in contests of strength Multiattack. The goliath makes two Spear attacks.
With ogres. Goliath giant-kin can also channe
l Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. ог
the magic of their giant relatives into mighty me- range 20/60ft.,one target. Hit: 7(196+4) piercing damage, or
lee attacks, 8 (148 + 4) piercing damageifused with two hands to make a
Though they are not part of the ordning, goliath melee attack
Siant-kin often revere the divine ancesto rs ofthe
Slants, with a particular affinity for Annam’ s daugh BoNus ACTIONS
ters:Diancastra, Hiatea, and lallanis. Giant's Strikes (Recharge 5-6). Until the end ofits turn, the
They also
dd to extol the same virtues as the giants they live goliath's melee attacks each deal an extra 7 (245) damage of a
type determined bythe golia giantth's
community: cold (frost
ongside, so goliath giant-kin dwelling near frost gi- giant), fire (îre giant), force (stone giant), lightning (storm gi-
Е boast of their might, while those dwelling with ant), piercing (hill giant), or thunder (cloud giant).
‘one giants cherish artistry. پڪ ©
CHAPTER 6 | BESTIARY
€ ая SE
only teractionvith аgrinning
X te vigethe як aff that
ще: big clenched fist,
PERS
Diancastra
ہس
GRINNING CAT
Large Fey, Typically Chaotic Neutral
Armor Class 12
Hit Points 45 (7810 + 7)
Speed 40ft.,climb40f.
STR DEX сом іт WIS СНА
MEY 1562 В) 1562 142) 1603)
|
| Skills Perception +4, Stealth +6
| Senses darkvision 60ft, passive Perception 14
Languages Соттоп, Sylvan
Challenge 1 (200 XP) Proficiency Bonus +2
Марі Resistance. The grinning cat has advantage on saving
throws against spells and other magical effects.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
GRINNING CAT Hit: 1 (110 + 2) piercing damage.
Claus. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Grinning cats are mischievous Fey who delight in Hit: 9(246+2) slashing damage. Ifthe grinning cat was in-
pestering and misleading travelers. They resemble visible before it attacked, the target must succeed on a DC 12
oversized domestic cats with long, needlelike claws, Strength saving throw or have the prone condition. If the target
but they're distinguished by the wide, toothy smiles. has the prone condition, the cat can makeaBite attack against
that give them their name. it as a bonus action.
Grinning cats often dwell in or near giants! en- Fade Away.The grinning cat magically becomes invisible for 1
claves. They spend much of their time invisible, | houroruntil И attacks, gradually fading away over the course of
lounging on tree branches until prey—or a potential its turn. It can choose to leave part of its body visible, such as
conversation partner—wanders by. While trading | its tail, its head, or its grinning mouth, Any equipment the cat
riddles or witticisms, a cat often decides to reveal its wears or carries is invisible with it,
grin, its tail, or sometimes its whole head to confuse | Bonus AcrioNs
ог intimidate the creature it's talking to. |Fade Back.The grinning cat becomes visible or makes part of
A grinning cat can be persuaded to bestow one of | its body visible. Any equipment the cat wears ог carries on a
its whiskers as a gift. A creature holding a whisker visible part of its body also becomes visible,
can use it to cast the misty step spell once, then Grinning Step. The grinning cat teleports, along withany equip
the whisker turns to smoke and is destroyed. Ifa | ment и is wearing or carrying, up to 60 feet to an unoccupied
grinning cat is slain, 2d12 ofits whiskers can be re- space it can see.
trieved for this purpose. ڪڪ =
CHAPTER 6 | BESTIARY
HILL GIANT AVALANCHER
a
Hill giants who master rune magicdi
lose connection to the natural forces of earth
and stone. Their magic, combined with their size
and strength, helps them quickly rise to posi-
tions of leadership.
‘These hill giants drape themselves
in rocks attached to chains or ropes,
then use their magic to knock down
and pummel their foes with these
stones. This magic, combined with
their ability to defeat and devour their
prey as quickly as a torrent of boulders
cascades down a mountain, leads other
giants to call them avalanchers.
Нил. GIANT AVALANCHER
Huge Giant (Druid), Any Alignment
CHAPTER 6 | BESTIARY
Maw or YEENOGHU
Huge Fiend (Demon), Typically Chaotic Evil
--- -- Е ШИШ
Armor Class 15 (natural armor)
Hit Points 161 (14412+70]
Speed 40 ft.
Em
STR DEX сом мт WIS СНА
3060) 2165 304) маз 1060)
Saving Throws Con +9, Cha +4
Skills Perception +6
Senses darkvision 60 ft, passive Perception 16
Languages Abyssal, Giant
Challenge 10 (5,900 xP) Proficiency Bonus +4
Maw OF YEENOGHU Magic Resistance. The maw has advanta
Hill giants are known for their voracious appetites, advangeta; on saving th
against spellsand other magical effe
which can attract the attention of the demon lord cts “ддя
Yeenoghu, known as the Beast of Butchery. A cruel ACTIONS
hill giant sometimes turns to Yeenoghu for help Multiatteck. Themaw makes two Bite or Fang Fling attacks.
in expanding the reach ofits malevolence. Осса- Bite. Melee Weapon Attack:+10 to hit, reach 10 ft.,on
sionallyahill giant consumes an evil artifact thatіп a Hit:19(241+ 26)piercing damage. ма
transforms the giant into a fiendish form. Once Fang Fling. Ranged Weapon Attackck: +10
while, Yeenoghu whispers promises of power in the one target. Hit: 11 +10 to
to hi hit, rar
dreams of agiant whose hunger surpasses other
(1d10
+6)piercing damage, ы
Corging Charge (Recharge
giants’, In any case, the result is a ravenous monster speed without provoking 5-6). The maw moves up toi
called a maw of Yeenoghu, which is wholly devoted through the spaces of Largoppo
e or
rtunity attacks and canmove
to the demon lord. the maw enters a creature's spacsma e
llercreatures, Each th
for the firstst timetime durin
А maw of Yeenoghu grows a mane of hair and duringg this
a
eedx ona DC 18 Strength savin
move, that creature must succ
hunches over like a gnoll. Its jaw grows and widens, throw or take 25 (3d12 + 6) pierci ing damage and
have the
g
and its mouth fills with multiple rows of sharp teeth pled condition (escape grap-
These teeth constantly grow, driving the maw to bite this way, it has the proneDCcond16);itioifn,acrea ture is alr
Unti
and chew on anything within reach. Some maws target has the restrained condition, The l this тарaси e
desperately rip the teeth from their mouth for relief,
creature grappled in this way at a time maw can js7n а
but the teeth quickly regrow. Cunning maws use REACTIONS
this phenomenon as a ready supply of weaponry, Fanged Rebuke. In response to taking damage,
throwing clusters of teeth at their foes. one Bite attack against a random creature with the maw makes
А maw of Yeenoghu charges at its prey on all fours self.
күIfш no creature is within in 10 feet of
reach, the maw can make two Fang
With its mouth wide open, scraping the ground
likeaplow. ee
CHAPTER 6 | BESTIARY
me withamelancholy {hat is
hard ker Shaler off,
Diancastya
Mist HULK
Larga Elemental, Typically Chaotic Мим!
ArmorClass15
HitPoints
94(9410 +45)
Speed
0fi,fiy40ft.(hover)
Er DEX сон інт wis CHA
Д пей 269 NEA 136) 16 (03)
Throws Con+b,Wis+4,Cha«6
|
Skills Perception +4,Stealth +8.
Damage thunder
Damage Immunities poison
‘Condition Immunities exhaustion, paralyzed, poisoned,
restrained.
Proficiency Bonus +3
Mist HULK ‘enter another creature's space and
through a space asnarrow as | inch
Descended from ancient cloud giants, mist hulks
are Elementals that embody their ancestors’ mixed the misthulkdies, it bursts in a wave of
elemental nature of Air and Water, After countless ofitmust make aOC 16
aues of isolation—often on one of the Elemental row, Ona failed save, a creature takes 11
Planes or some hidden demiplane—they retain the jamage andhas the prone condition. Оп a
barest hint of their ancestors’ physical form, and halfasmuch damage only.
i
even less of the giants’ cultu,
A mist hulk resembles a bi I figure made of
dark rain clouds. Parts of its body seem more solid hulkmakestwoSlam attacks,
than others, but these parts are transparent enough ce Weapon Attack:+8tohit, reach 10 fi, one target.
that the churning vapors of the hulk's substance are 10+5) colddamage. С.
visible inside, Wisps of cloud constantly leak from
аў.
harge5-6),The mistاپhulk releases a най
то
the creature, as if it might dissolve completely at any ical anguish. Each creature within 30 feet of
time, When it is slain, its misty form condenses into ke aDC 14 Wisdom saving throw.Acreature in the
a torrent of water,
mist hulk’s spacehasdisadvantage on the saving throw. On а
eature takes 14 (446) psychic damage and has.
A mist hulk's mood is always gloomy, and when 9condition for 1 minute, The affected creature
threatened, it often howls in infectious misery. All eat the savingthrowattheend ofeach of
its turns, end-
who hear this wail are magically reminded ofpast fect onitselfona success, i
regrets, real or imagined,
ACTIONS
Enveloping Slam. Melee Weapon Attack: +5 to hit, reach 10 ft,
‘onetarget, Hit: 9(1412 +3)bludgeoning damage. Ifthe tar-
etis a Largeorsmallercreature, it must succeed on a DC 13
Strength saving throw or be pulled into the mud hulk's space
and beengulfed bythemudhulk. While engulfed, the target
can't breathe, has the restrained condition, and takes 6 (1912) |
ciddamage at the startof each ofits turns. When the mud ў
| hulkmoves, the engulfed target moves with it. The mud hulk
cn haveonlyonetarget ‘engulfed at a time. While a creature is
engulfed, the mud hulkcan't use its Amorphous trait, |
An engulfed target can repeat the saving throwatthe end of
г save, the target escapes and |
tach ofits turns. Onо a successful м, whilejor seurnina, that ieriis
enters the nearest unoccupied space.
MudSplash. The mud hulk lobs a mass of mud that splashes |o trying bo engulf ne in nud! Pardon ne while|
ina10 footradius sphere centered on a point within 30 feet of ерес баа eeeit quy fron ne
*mud hulk. Each creature in that area must make a DC 13
[Breisaving throw, taking 10 (2d6 + 3) bludgeoning dam- ы -
gonafailed save, or halfasmuch damage on a successful | ^ а — Phy,
:The affected area is difficult terrain until the start
ofthe ` -
‘mud hulk's next turn.
ат |BESTIARY — 1616
CHAP6TER
Зан: ر 3
ترا 8 мі. аш
RIME HULK
Rime hulks are a withered branch ofthe frost giant
family tree, descended from ancient giants who
withdrew from the world and succumbed to
their el.
emental nature. Most rime hulks dwell in the Frost
fell, the “plane of ice” that forms the border between
the Elemental Planes of Air and Water. Others lurk
in isolated rifts in enormous polar glaciers.
Smaller and weaker than their ancestors, rime
hulks are roughly formed masses of frost and ice
Their vaguely giant-shaped physical forms are un.
stable, constantly breaking apart and reforming
as clouds of frost billow off them. As a rime hulk
moves, it leavesa trail of ice that can freeze enemies
in place. When it dies, а rime hulk explodesina
burst of frost.
~~ =
RIME HULK
Lerge Elemental, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 85 (9d10 + 36)
Speed 30 ft.
STR DEX CON INT wis CHA
18 (+4) юбо 1864 г) ach 6 (-2)
cold, poison
s exhaustion, poisoned
Senses passive Perception 9
Languages Aquan, Giant
‘Challenge 5 (1,800 xP) Proficiency Bonus +3
Death Burst, When the rime hulk dies, it explodes ina 5
10-foot-radius sphere of
frigid air and frost centered on itself.
Each creature іп that area must succeed on a ОС 15 Constitu-
tion saving throw
ortake 10(346) cold damage.
ACTIONS
Multiattack. The rime hulk makes two Slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar-
get. Hit: 9 (1d10 + 4) bludgeoning damage plus 9 (248)
cold damage.
CHAPTER6 | BESTIARY
ingantuan Elemental, Typically Chaotic Evil
ScIONS OF GIANTS’ GODS
Giants are descended from the All-Father, Annam, © Armor Class 19 (natural armor)
Hit Points 402 (23020+161)
and his children. But scions of giants’ gods boast a Speed
40ft.
greater claim: they аге Annam's grandchildren, and
they occupy a privileged place among giants. On STR DEX CON INT WIS CHA
some worlds, these scions ruled the first empires (з) 1060) 20(7) 90) 16(3) 1060)
of giants until Annam retreated into seclusion. On Saving Throws Wis +10, Cha 47
other worlds, the scions guard their birthplaces Damage Resistances cold, fire, lightning; bludgeoning, piercing,
(which are rich in elemental magic) or hold the sub- and slashing from nonmagical attacks
stance of the world together. (See “Giants of Myth" Damage Immunities poison
in chapter 3 for additional inspiration.) Condition immunities exhaustion, paralyzed, petrified,
Scions of giants’ gods are enormously powerful poisoned, prone
beings who infuse the world around them with | Senses passive Perception 13
primeval magic. In many worlds, they slumber and | Languages Giant, Primordial
have become part of the landscape. In this case, Challange 22 (41,000 ХР) Proficiency Bonus +7
each scion is enclosed in stasis inside a powerful ‘Awakening of the Scion. The cradle is а container for the scion
Elemental called a cradle. The cradle protects the of Grolantor. When the cradledropsto 0hit points, its body
slumbering scion and follows its subconscious | crumbles to dirt and moss. The scion instantly appears in the
wishes, including driving off intruders, But if the space the cradle occupied and uses the cradle’s initiative count.
cradle dies, the scion within fully awakens. | Legendary Resistance (5/Day). If the cradle fails a saving throw,
| it can choose to succeed instead,
SCION OF GROLANTOR |Magic Resistance. The cradle has advantage on saving throws.
A slumbering scion of Grolantor is often mistaken | against spells and other magical effects.
for a hill, and sometimes people erect standing Siege Monster. The cradle deals double damage to objects and
stones, a village, or a city on a scion's back, unaware structures.
of the mighty power beneath them. Such settle-
ments can thrive for centuries, as the scion's magic |Actions
causes crops to flourish and livestock to thrive in | Multiattack, The cradle makes three Slam or Spit Rock attacks
the surrounding region. An ancient tree towers from п any combination and one Grasping Root attack.
the crest of the hill. ‘Slam. Melee Weapon Attack:+14 to hit, reach 20 ft., one target.
When roused, a cradle ofthe hill scion rises as Hit:33 (4812+7) bludgeoning damage.
а mass of dirt, stone, and roots with two massive ‘Spit Rock. Ranged Weapon Attack: +14 to hit, range 120 ft., one
arms. The cradle uses tree roots and waves ofdirt target. Hit: 25 (408+7) bludgeoning damage, and the target
to entangle and entomb foes. | must succeed on a DC 22 Strength saving throw or have the
If the cradle is destroyed, the scion of Grolantor | prone condition.
inside it awakens. Standing 50 feet tall, the scion |Grasping Root, Melee Weapon Attack: +14 to hit, reach 30 ft.
devours everything within reach to satiate its hun- | one creature not grappled bythe cradle. Hit: the target has the
ger. Its powerful lungs can suck food straight into its | grappled condition (escape DC 17), Until the grapple ends,
gullet. The scion uses a great tree to bat foes far into the target takes 29 (4810+7) bludgeoning damage at the start
ofeach of
its turns. The root has AC 19 and can be severed by
the distance. dealing 15 or more slashing damage to it on one attack. Cutting
REGIONAL EFFECTS
| the root doesn't hurt the cradle but ends the grapple.
‘The region surrounding a scion of Grolantor is al Rolling Hills (Recharge6).The cradle magically creates a wave
| of dirtthat extends from a point on the ground within 120 feet
tered by the giant's magic, creating one ог more of | of
itself. The wave is up to 30 feet long, up to 30 feet tall, and
the following effec: up to 30 feet wide. Each creature in the wave must make a DC
Abundant Food. Crops and domestic animals grow 22 Strength saving throw. On afailed save, a creature takes 58
(9812) bludgeoning damage, has the prone condition, and is
and reproduce quickly within 6 miles of the scion, buried under drt. On a successful save, a creature takes half as
Empowered Hill Giants. Hill giants within 1,000 PANE only.
feet of the scion gain a 47 bonus to attack and D edcreature has the restrained condition, has total
damage rolls. can't breathe, As an action, a creature buried in this
Farming Weather. The weather within 6 miles of her creature within 5 feet ofitthat isn't buried,
the scion is always ideal for farming: sunny and C 17 Strength (Athletics) check. On a successful
riedresteno longer has the prone or re-
warm with occasional showers.
If the scion dies, the: ffects end immediately.
CHAPTER 6 | BESTIARY
ботом OF MEMNOR REGIONAL EFFECTS
A slumbering scion of Memnor appears as a dense, The region surrounding a scion of Memnor is al.
slowly drifting tower of clouds that never dissipates. tered by the giant's magic, creating one or more of
Often, this cloud lingers over a remote valley, creat- the following effects:
ing a constantly overcast sky. Sapient creatures who Compulsory Offering. The first time a sapient
live beneath this cloud often display superstitious
and duplicitous behavior, almost unconsciously leav- creature comes within 6 miles of the scion, the
ing gifts for “rain spirits” while playing mischievous creature must succeed on a DC 15 Wisdom sav.
pranks on cach other. ing throw or feel an overwhelming compulsion to
When roused, a cradle of the cloud scion mani- leave an offering worth at least 5 gp stashed in an
fests as a titanic air elemental made of fierce winds out-of-the-way place. Cloud giants within 6 miles
and wisps of cloud. It wields air and thunder to of the cradle or scion immediately sense the lo.
knock enemies from the sky. cation of this gift. A creature can be affected only
If the cradle is destroyed, the scion of Memnor once by this compulsion.
emerges from the dissipating cloud, often laughing Empowered Cloud Giants. Cloud giants with
as if it just heard аgreat joke. Incredibly talland 1,000 feet of the scion gain а +8 bonus to attack
lanky, the scion towers 75 feet tall and wields a and damage rolls.
morningstar made from magically dense clouds. Mischievous Whispers. Whispers can be heard
It tends to regard other creatures as toys rather on the wind within 1 mile of thescion. The words
than serious threats, and it uses Из illusion magic are indistinct, but a creature with an Intelligence:
to manipulate creatures into fighting each other. If score of 5 or higher interprets them as instruc:
seriously threatened, it wields thunder and wind to tions for a prank they can play on others,
demolish its enemies, If the scion dies, these effects end immediately.
ии“
CRADLE OF THE CLOUD SCION Actions
Gorgantuan Elemental, Typically Chaotic Neutral Multiattack. The cradle makes three Slam or Wind javelin
attacks in any combination,
Armor Class 19 (natural armor)
Hit Points 624 (32920 282) Slam. Melee Weapon Attack: +17 to hit, reach 20 ft., one target
| Speed 0 ft., fly90ft, (hover) Hit: 31 (4410 + 9) bludgeoning damage plus 19 (3412) thun-
der damage.
STR DEX сом іт WIS НА Wind Javelin.Ronged Weapon Attack: +17 to hit, range 120
| 2909) 2165) 2509) 142) 2266) 1964) ft., one target. Hit: 27 (408 « 9) bludgeoning damage plus 10
(346) thunder damage, and the target must succeed on a DC
| Saving Throws Int 410, Cha +12 25 Strength saving throworhave the prone condition.
| Damage Resistances cold, fire, lightning; bludgeonin Vortex (Recharge 5-6]. The cradle conjures a vortex of wind at
piercing, and slashing from nonmagjcal attacks
| Damage immunities poison, thunder а point it can see within90feetofitself. The wind vortex is à
30-foot-radius, 100-foothighcylinder centered on that point.
| Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, stunned. Each creature other than the cradle in that area must make a
Senses passive Perception 16 DC 25 Dexterity saving throw. On afailed save, a creature tala
Languages Giant, Primordial 71 (11412) bludgeoning damage and has the restrained cond
Challenge 26 (90,000 ХР) Proficiency Bonus +8 tion within the vortex. On a successful save, a creature takes
halfasmuch damage and is pushed to the nearest unoccupied
‘Awakening of the Scion, The cradle is a container for the scion spaceoutside the cylinder, The vortex lasts until the start of the
‘ofMemnor, When the cradle drops to 0 hit points, its body cradie' next urn. A creature with the restrained condition falls
dissipates into cloud wisps. The scion instantly appears inthe prone when the vortex ends,
space the cradle occupied and uses the cradle's initiative count, A creature with the restrained condition can use Из action to
гу to escape the vortex, The creature makes a DC 19 Strength
Flyby. The cradle doesn't provoke opportunity attacks when it (Athletics) or Dexterity (Acrobatics) check, On a successful
| flies out of an enemy's reach, check, the creature escapes and moves 346 x 10 feet away from.
thevortex in a random direction.
it сап choose to succeed instead.
REACTIONS
| Magic Resistance, The cradle has advantage on Thunderclap, Immediately after taking damage, the cradle
|against spells and other magical effects. unleashes а thunderchp in a 30-foot-radius sphere centered
| Siege Monster, Thecradle deals double damage toobjects and on itself, All other creatures in that area must succeed on a DC
| structures, 25 Constitution savingthrowor take 18 (4d8) thunder damage
and have the deafened condition for 1 minute,
hs ананас?
| 166 CHAP
бTER
|BESTIARY
AE xl
ScioN OF MEMNOR Cloud Morningstar. Melee Weapon Attack: +18 to hit, reach 30
Gorgantuan Giant (Titan), Typically Chaotic Neutral ft, one target. Hit: 32 (4910 + 10) force damage plus 22 (4810) №
thunder damage.
Armor Class 20 (natural armor) Wind Javelin. Ranged Weapon Attack: +18 to hit, range 120/480. |
| Hit Points 656 (32420 + 320) ft, one target. Hit: 42 (5412+10) thunder damage, and the
Speed 60 ft., бу 80 ft. (hover) target must succeed on a DC 26 Strength saving throw or have
STR DEX CON INT WIS CHA
the prone condition
30 (+10) 18 (+4) 30 (+10) 2467) 22 (+6) 26 (48) Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 28 (448 + 10) force damage.
Saving Throws Dex +12, Cha +16 Thunderous Vortex (Recharge 5-6). The scion magically creates
Skills Arcana +15, Perception +14 а vortex of wind in a 60-foot-radius sphere centered a point
Damage Resistances cold, йге, lightning; bludgeoning, it can see within 120 feet cf itself. Each creature in theon sphere
piercing, and slashing from nonmagical attacks must succeed on a DC 24 Strength saving throw or be pulled
Damage Immunities thunder Straight toward the sphere's center, ending in an unoccupi
Condition Immunities charmed, frightened, paralyzed, petrifed Space as close as possible to the center. Then a burst of ed
Senses truesight 120 ft., passive Perception 24 der erupts in a 30-foot-radius sphere centered on the same thun-
Languages Giant, Primordial Point. Each creature in that area takes 52 (8d12) thunder dam
Challenge 26 (90,000 XP) Proficiency Bonus «à age and must succeed on a DC 24 Constitution saving throw or
Flyby. The scion doesn't provoke opportunity attacks when it have the stunned condition until the end ofits next turn.
fies out ofanenemy's reach. Bonus Actions
Legendary Resistance (6/Day). If the scion fails a saving throw, Fog of Deception. The scion conjures a magical cloud that fills
itcan choose to succeed instead. а 30-foot-radius sphere centered on a point it can see within
Magic Resistance. The scion has advantage on saving throws. 30 feet cf itself. Each creature in that area must make a DC
against spells and other magical effects. 24 Wisdom saving throw.On a failed save, a creature has the.
charmed condition until the end of its next turn. While it has
Siege Monster. The scion deals double damage to objects and the charmed condition, the creature must use its action to
structures. make а melee attack against a creature other than itself ofthe
Астомѕ scion's choice. If no creature is within its reach, the affected
creature makes a ranged attack against a creature of the scion's
Multiattack. The scion makes one attack using Cloud Morning- choice, throwing its weapon if necessary, On a successful save,
star or Wind Javelin, as well аз two Slam attacks, a creature is immune to the scion's Fog of Deception for the
next 24 hours,
- ———À
Scion OF STRONMAUS Hailstone. Ranged Weapon Attack: +18 to hit, range 120/480
Gargantuan Giant (Titan), Typically Chaotic Good ft, one target. Hit: 32 (4d10+10) bludgeoning damage plus 18
(498) cold damage, and the target must succeed on a DC 26
Armor Class20 (natural armor) Strength saving throw or have the prone condition.
HitPoints 656 (32920+320)
Speed 60 Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
ft., Пу 80 ft. (hover), swim 80 ft. Hit:36(4612 + 10) force damage.
—
STR. DEX CON INT "wis CHA Bonus ACTIONS
30 (10) 20 (+5) 30 (+10) 26(48) 28 (09) 24 (+7)
Vengeful Storm (Recharge 6). The scion conjures a churning
Saving Throws Dex413, Int +16 storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered
Skills Arcana +16, History +16, Perception +17 оп a pointwithin 120 feet ofitself. The cloud's area is heavily
Damage Resistances cold, fire; bludgeoning, piercing, and obscured. The cloud lasts for 1 minute, until the scion dies, or
slashing from nonmagical attacks when the scion uses this bonus action again.
Immunities lightning, When the cloud appears, and as a bonus action on later
Condition Immunities charmed,thunde r
exhaustion, frightened, turns, the scion can move the cloud up to 30 feet and cause
paralyzed, petrified, prone one of the following effects in а 30-foot-radius, 120-foot-high
Senses truesight 120 ft., passive Perception 27 cylinder directly below it; the scion can't choose the same
Languages Giant, Primordial effect two rounds in a row:
nge 27 (105,000 ХР) Proficiency Bonus +8 ‘Acid Rain. The cloud rains acid, Each creature in the cylinder
Flyby. The scion doesn't. Provoke opportunity attacks when must succeed on a DC 25 Constitution saving throw or be
їз out of an enemy's it coveredinacid for 1 minute or until a creature uses its
reach, action
to remove the acid from itself or another creature. A creatur
nr Resistance (6/Day №. If the scion fails a saving throw, covered in the acid takes 26 (4d12) acid damage at the starte
loose to succeed instead, of each ofits turns.
Magic Freezing Storm. Shards of ice pelt down, and freezing wind fills
: Resista
seat адарыnce, ThTe е scion
scion hashas adadvantage
onsaving throws the area.Each creature in the cylinder must succeed on a ОС
ther magical effects, 25 Dexterity saving throwortake 28 (86)
тимин The scion deals double damage to objects
Sieg
and be hindered by ice formations for 1 minutecoldor
damage and
until it or an.
other creature within reach of it uses an action to break
the ie, A creature hindered by ice has its speed reduced away
Actions Lightning Bolts. Bolts of lightning strike down. Each crea to 0.
Multiattack,
> Ty the cylinder must succeed оп Di С 25 Dexterity savin ture in
Na Or Hailstonе e,scioasn well
makes one attack usingusing Ligh Lightnin
as two Slam attacks, ^ S or take 18 (4d8) lightning damage andhavethe g throw
stun
dition unt не end ofits next urn, C Stunned соп.
Былком, Melee Weapon Attack: +18 to hit,reac
lightning sg 36 (8812 + 10) force damage plus 22 h 30 ft,
(4910)
v
E FIulREEvil SCION
CRADLEOFenTHer
Ü CADE Lowf
|ArmorCass20 (natural armo r)
Hit Point s 555 (304 20 + 240)
Spee40 dft.
‘STR рх сом INT WIS СНА
2969) па) маз го) 2065 ) 17 3)
eruere
Damage Resistances cold, lightning; bludgeoning, piercing, and
ScioN or SuRTUR slashing from nonmagical attacks
Damage Immunities fire, poison —
Ascion of Surtur slumbering at the peak of avol- Condition Immunities exhaustion, petrified, реoisoned
сапо causes an unending plume of smok Senses darkvision 120 ft., passive Perception 15А й
sometimes lit from below by fiery burs e to rise, Languages Giant, Primordial Bonus +8
ts of lava. Challeng e 25 (75,000 ХР) Proficie ncy
As the scion dreams of battle perhaps a battle to e e m س
rouse Annam from seclusion by uniting i ofthe Scion. " The cradle isв а containerr for the scion
or a war to conquer all in Surtur's name—tthehegiant s ‘Awakening
vol- ‘ofSurtur. When the cradle drops to 0 hit points, its body hard-
cano rumbles and spews molten rage. | ens and crumble s to ash. The scion instantl y appears in the
Ifintruders disturb its resting place, the sci- space the cradle occupied and uses the cradle's initiative count.
оп cradle rises as a bipedal juggernaut offiremolten Legendary Resistance (5/Day). If the cradle fails a saving throw,
rock. Sometimes miners risk their lives to find rich it сап choose to succeed instead.
veins of ore in a scion's volcano, or misguided fire Magic Resistance. The cradle has advantage on saving throws
cultists offer sacrifices meant to appease or awaken against spells and other magical effects.
the volcano, and the awakened cradle defies all their ‘SiegeMonster.The cradle deals double damage to objects and
expectations. Like a living volcano, the cradle hurls structures.
balls of magma at intruders, exhales fiery gases,
and causes molten stone to erupt from the ground Actions
around it. Multiattack. The cradle makes three Slamor Hurl Lava attacks
Ifthe cradle is destroyed, the scion of Surtur in- in апу combination.
side it awakens. Standing 60 feet tall, the scionis Slam, Melee Weapon Attack: +17 to hit, reach 20 ft., one tar-
form is shrouded in a continual cloud of billowing get. Hit: 31 (4410+9) bludgeoning damage plus 14 (4d6)
ash and smoke. The awakened scion forms a blade fire damage.
oflava in its mighty hand and schemes to resume Hurl Lava. Ranged Weapon Attack: +17 to hit, range 120 ft., one
its ancient campaigns of conquest, preferably at the target. Hit: 27 (4d8 + 9) firedamage. If the target is a creature
head ofa fire giant army. ога flammable object, it ignites. Until a creature within 5 feet
ofthe fire takes an action todouse the бте, the target takes 10
REGIONAL EFFECTS (396) fre damage at the start ofeach of its turns.
The region surroundingascion of Surtur is altered Erupting Breath (Recharge 5-6). The cradle exhales flames and
by the giant's magic, creating one or more of the fol- volcanic gases in a 90-foot cone. Each creature in that area
lowing effects: must make a DC 24 Dexterity saving throw, On a failed save,
а creature takes 55 (1010) fire damage and has the poisoned
Abundant Ore. Veins of precious metals and ore condition for 1 minute. On a successful save, a creature takes
are more common within 6 miles of the scion. halfasmuch damage опу.
Desertification. Precipitation is almost nonexistent A creature poisoned in this way can make a DC 24 Consti-
within 6 miles of the scion, parching the land and tution saving throw at the end ofeach ofits turns, ending the
withering most plant life. effectonitselfona success.
Empowered Fire Giants. Fire giants within 1,000 Bonus ACTIONS
feet of the scion gain a +8 bonus to attack and Lava Geyser. The cradle causes lava to erupt from a point on
damage rolls, the ground it can seewithin 120 feet of itself. Each creature in
If the scion dies, existing ore remains, but new а 20-foot-radius, 50-foot high cylinder centered on that point
veins of ore stop forming. The other effects end must succeed on a DC 21 Dexterity saving throw or take 14
(446) fredamage.
immediately.
CHAPTER 6 | BESTIARY
ScION OF SURTUR Lava Ball. Ranged Weapon Attack: +18 to hit, range 120/480
Gargontuan Giant (Titan), Typically Lawful Evil ft.,one target. Hit: 29 (3412 +10) bludgeoning damage plus Ў
10 (346) fire damage, and the target must succeed on a ОС 26
T Armor Class 20 (natural armor) Strength saving throw or have the pronecondition,
Hit Points 546 (28420 + 252) Slam. Melee Weapon Attack: +18 to hit reach 20 ft., one target.
Speed 60 ft Hit: 28 (448 + 10) force damage.
STR DEX сом INT WIS CHA Lava Wave (Recharge 5-6). The scion emits a wave of lava from
30(40) 17(3) 2869) 21 (+S) 24(7) 2005) its blade, hands, ог mouth in а 90-foot cone. Each creature
in that area must make aDC 25 Dexterity saving throw. On a
Saving Throws Dex +11, Cha +13 failed save, a creature takes 60 (11910) fire damage and hasthe
‘SkillsAthletics +18, Perception +15 restrained condition from being embedded in hardening
Damage Resistances cold, lightning; bludgeoning, piercing A creature can make a DC 25 Strength (Athletics) check asrockan
and slashing from nonmagical attacks action, freeing itselfora creature within reach from the rock
Damage Immunities fire оп а success. The rock has AC 17 and 40 hitpoints, and itis
Condition Immunities charmed, exhaustion, frightened, immune to fire, poison, and psychic damage. On a successf ul
paralyzed, petrified save, a creature takes halfasmuch damage only.
Senses truesight 120 ft., passive Perception 25
Languages Giant, Primordial Bonus Actions
Challenge 25 (75,000 XP) Proficiency Bonus «8 Earth-Shaking Movement. The scion moves up to its
Legendary Resistance (6/Day). If the scion fails a saving throw, and then sends а shockwave through the ground in аspeed
50-foct-radius circle centered on itself. Each creature on the
it can choose to succeed instead. ground in that area that is concentrating must succeed on a DC
Magic Resistance. The scion has advantage on saving throws. 26 Constitution saving throw or lose concentration.
againstspellsand other magical effects. Incendiary Smoke. The scion causes smoke and white-hot
Siege Monster, The scion deals double damage to objects and embers to billow from its skin, filing a 30-foot-radius sphere
structures centered on itselfthat moves with it. Whi the
lescion's
billows smoke, ranged attacks against the scion are madeskin with
ACTIONS disadvantage. A creature that moves into the smoke for the first
Multiattack. The scion makes опе attack using Lava Blade or time on a turn or starts its turn there must succeed on a ОС
Lava Ball, as well as two Slam attacks. 25 Constitution saving throw or take 14 (4d6) firedamage.The
scion's skin stops billowing smoke after |minute, when the
Lava Blade. Melee Weapon Attack: +18 to hit, reach 30 ft., scion dies, or when the scion uses this bonus action to stop
‘one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (498)
fire damage. the smoke.
oy Ф .
SPOTTED LION
Huge Beast, Unaligned
—
Armor Class 15 (natural armor)
Hit Points 66 (2812 + 21)
Speed 60 ft.
STR
За
2306)
DEX
MEY
сом INT wis CHA
7763 5(3 130) 10 40)
Skills Perception +5, Stealth +6
Senses darkvision 60 ft., passive Perception 15
Languages—
Challenge 3 (700 ХР) Proficiency Bonus +2
Pack Tactics. The lion has advantage on an attack roll
creature if at least one of the lion'sallies is within 5 feetagain
of
st a
target and the allydoesn't havethe incapacitated condition. the
SPOTTED LION b \CTIONS
Roughly twice the size of aишоion, a spot-
0
ted lion has аdusky coat and mane, Rend. Melee Weapon Attack: +8 to hit, reach
both sp
With charcoal-colored spots. Spotted lions gather Hit: 15 (2d8 + 6) piercing damage. ifthe lion 10moved
ft, one target
in prides to hunt enormous prey ranging from giant feet straight toward the target immediately before theat hit,
least 20
target mustsucceed on a DC 16 Strength saving throw or have the
elk to mammoths. Stone and cloud giants often
keep these massive beasts as pets and hunting
the prone condition. If the target has the prone condition, the
lion can make another Rend attack against it as a bonus action
companions,
| STALKER OF BAPHOMET
Claire, Melee Weapon Attack:«Vi tohit,reach15 ft., one
Huge Find (Demon), Typically Chaotic Eril target. Hit: 18 (2410 2) slashing damage plus9 (245)
forta damage.
Armor Class 17 [natural armar Roch. Ranged Weapon tack:411 va hit, range 60/240 ft., one
Hit Points 200 (16412 » 96) target, Hit: 73 (2410+ 7) bludgeoning damage. Ifthe target is a
| Speed 40ft. Largeorsmallercreature, й mustsucceed ona DC 19 Strength
saving thron си hare the prone condition. hiter the stalker
sm DEX сон MT wis CHA throws thetock, tlla di;опa rolA 3 or lower, the stalkerhas
Я зе) ved) 2206 9 (0) 16 (+3) пе) по more rocs онот.
| SavingThrows Ders1,Wis«T Eruphing Horns(Recharge 5-6),Thestalkercauses the earth ta
churn a a paintonthepound И сэпseewithin 6Ofeet ofitself.
SkillsAthletics +15, Perception «7, Stealth +11 Sinhann-shaped stoneseruptin э З04оомади, 20octhig
Condition Immunities charrned, frightened cylinder centered onthatpointandthencrumble to dust
Senses darkvision 110 ft., passive Perception 17 ach creature in thatareamustmake aOC 15 Dexterity saving
Languages Abyssal, Giant throm. Onafailed save, acreature takes 33 (6410) piercing
Challenge 12 (2,40077) Proficiency Honus+4
батада andispushed upto30feet upward andthen falls.On
| Labyrinthine Recall, The stalker can perfectly recall any path it a successful
save,acreature takes halfэзmuch damage only.
|has traveled, SpellcastingThe
, stalker casts one ofthe following spells,
| Magie Resistance, The stalker has advantage on saving throws ingnts andusingWisdom азthe spel
nûspelicompone
requir
against spells and other magical effects. cast
abilityin
(орнseg OCisy ium ta е tpe
‘dayeachmeldinsostonestone
, shape, wall ofstone
ACTIONS
Multiattack, The stalker makes two Glaive attacks or tuo.
=> Bock attacks,
کے SS
shin
Д in the: пате
ee |
ОС 17 Dexterity saving throw, On afailed save, a creature takes
27 (648) bludgeoning damage, is pushed up to 30 feet from the шаў uith o, high-speed yt of ualet?
tab, and has the prone condition, Оп a successful save, a crea-
ture takes halfasmuch damage only.
—
CHAPTER6| BESTIARY 18
=
STORM GIANT TEMPEST CALLER
Huge Giont (Sorcerer), Any Alignm ent
e
ArmorClass 17 (natural armor)
Hit Points 310 (27412 + 135)
Speed 50 ft., Пу 50 ft. (hover), swim 50 ft
э———ү
STR DEX CON INT wis CHA
29(9) 14(02) 20(5) 21 (65) 1844) 25 (+7)
СКЕ ЗЫ ака
Saving ThrowsStr +15, Con 411, Wis +10,onCha+10 +13
+15,Percepti
Skills Arcana «17,Athletics
Damage Resistan ces cold
Damage Immunities lightning, thunder
Senses truesight 120 ft., passive Perception 20
Languages Common, Giant, Primordial
Challenge 20 (25,000 XP) Proficiency Bonus +6
КЕБ
Alert. Thegiant can'tbe surprised, and it has advantageоп
initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails а saving throw,
it can choose to succeed instead,
Scrying (Requires Storm Rune). The giant can use its crystal ball
to castthe scrying spell (save DC 17).
‘Storm Rune. The giant has a storm rune inscribed on a crystal
ball, While the object bearing the rune is embedded in its body,
the giant can use its Tempest Call action and its Scrying trait
‘The object bearing thestorm rune has AC 17; 50 hit points;
and immunity to necrotic, poison, and psychic damage. The
object regainsallits hit points at the end of every turn, but it
turns to dust if reduced to 0 hit points or when the giant dies.
Ifthe rune is destroyed, the giant can inscribe a storm rune on
another crystalballіп its possession whenitfinishes а short ог
long rest.
ACTIONS
Multiattack. The giant makes three Lightning Blade or Light-
ning Lance attacks
STORM GIANT Lightning Blade. Melee Weapon Attack: +15 to hit, reach 10 ft.,
conetarget, Hit: 22 (348 +9)slashing damage plus 16 (3410)
TEMPEST CALLER lightning damage.
While most storm giants care little for the intricate Lightning Lance. Ranged SpellAttack:+13 to hit, range 500 ft.
details of ranking in the ordning, tempest callers опе target. Hit: 39 (5d12+7) lightning damage.
proudly claim a position at the pinnacle of that Spellcasting. The giant casts one of
the following spells, requir
ranking—and few dare to challenge them. Wielding ing no material components and using Charisma as the зрей-
the power of rune magic іп а dition to the im casting ability (spell save DC 21, +13 to hit with spell attacks):
magic that courses through them, th storm At will: detect magic, detect thoughts
giants are highly respected. If any giant can draw day each: control water, control weather (as an action), dispel
Annam's attention to the world, it would likely be a magis, plane shift, sending, time stop
Tempest Call (Requires Storm Rune). The giant creates an el
|
tempest caller.
Tempest callers implant crystal balls inscribed mental vortex that fills a 60-foot-radius sphere centered on
with the storm rune into their foreheads or eye itself, Each creatureinthat area other than the giant must make
Sockets, allowing them to see through magical de- а DC 21 Dexterity saving throw.On а failed save, a creature
takes43(848 + 7) damage ofatype ofthegiant's choosing:
ception, They canalso create a momentary vortex
|
cold, x lightning,i}or thunder, On
of freezing winds and storm clouds around t takes half as much damage,
а Successfulsevere creature
selves, engulfing their foes in elemental fury. SEE
ت
Storm HERALD
Hye Aberration, Typically Lowful Evil
Armor Class 16 (natural armor)
Hit Points 227 (23412 «134)
Speed 50 ft., swim 100 f
SIR DEX CON іт WIS СНА
27 (68) мед 2266) 2467) 1964 1864)
Saving Throws Wis +10, Cha +10
Skills Arcana +13, Deception +10, Perception +10
Damage Resistances cold,psychic
Damage immunities lightning, thunder
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 20
Languages Common, Giant, telepathy 120 ft.
Challenge 17 (18,000 ХР) Proficiency Bonus +6
Amphibious. The heraldcanbreathe airandwater.
Magic Resistance. The herald has advantage on saving throws
against spells and other magical effects.
ACTIONS:
Multiattack. The herald makes one Claw attack, one Tentacles
attack, and one Trident attack.
Claw, Melee Weapon Attack: «Mtohit, reach 10 ft., one target.
Hit: 18 (3d6 + 8) slashing damage.
Tentacles. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit:21(348 +8)bludgeoning damage. Ifthe target is a
Large or smaller creature, it has the grappled condition (escape
DC 18). It also has the restrained condition and takes 16 (3810)
psychic damage at the start of each of its turns until this grap-
ple ends, The herald can have only one creature grappled this
way atatime,
Trident. Melee Weapon Attack: +14 to hit, reach 10 ft, one
target, Hit: 18 (346 + 8) piercing damage or 21 (308 + 8)
piercing damage if used with two hands, plus 13 (348) light-
ning damage.
Storm HERALD Psychic Wave [Recharge 6). The herald unleashes a blast of
psionic enerpy into the minds of up to three creatures it can see.
Ancient and alien beings dwell or slumber in ос within90feet of itself, Exch target must make a DC 21 Intelli-
depths, awaiting some cosmic circumstance that gence saving throw. On a failed save, a target takes 23 (3410 +
signals their time to rise. In their retreat from the 7) psychic damage and has the stunned condition for 1 minute.
world, storm giants sometimes stray into the orbit of On a successful save, a target takes halfasmuch damage only.
such creatures, perhaps while seeking insight into An affected creature can repeat the saving throw at the end of
each ofits turns, endingthe effect on itselfona success.
some omen, vision, or prophecy. Krakens, aboleths, Ifa creature is reduced to 0 hit points by this psychic damage,
and Great Old Ones delight in corrupting storm it dies and its head explodes if it has one.
giants to their service, transforming them into Spellcasting (Psionics). The herald casts ore of the following
storm heralds spells, requiring no spell components and using Intelligenceas
A storm herald grows fins and tentacles, giving it a the spellcasting ability (spell save DC 21):
monstrous appearance. Its mind is wholly under its Atwill detect magic, detect thoughts, таре hand (the hand is
master's sway, and the herald gains fearsome psychic invisible)
Powers to u in advancing its master's plans. When day each: control water, control weather (а an action), sending
the h ld dies, it reverts to its previous appearanc ЕЕ
TITANOTHERE
Titanotheres аге а family of enormous mammals
related to rhinoceroses. Some of them lack апу
horns on the face, while others have one, two, or
more horns of various shapes and sizes. Some have
rough, almost stony skin; some have horny plate:
and some have thick, shaggy fur. These creatures
are united by their tremendous stature, their herd.
ing behavior, and their irritable disposition.
'IITANOTHERE
Huge Beast, Unaligned
‘Armor Class16 (natural armor)
Hit Points136 (13412 + 52)
Speed 50 ft.
STR DEX сом іт WIS CHA
25 (+7) 10 (+0) 1944 264 10) 662
Senses passive Perception 11
Languages —
Challenge 5(1,800 XP) Proficiency Bonus +3
Beast of Burden, The titanothere is considered tobe one size
larger for thepurpose ofdetermining its carrying capacity.
Actions
Stomp. Melee Weapon Attack +10 tohit, reach 10 ft.,one tar-
get. Hit: 20 (308 + 7)bludgeoning damge. If the titanothere
moved atleast 20 feet straight toward the target immediately
before the hit, the targettakes an extra 13(348) bludgeoning
damage, and the target must succeedon a DC 18 Strength sav
ing throw or have the pronecondition ЕНìsз creature.
—Diancastra
TROLL MUTATE
When exposed to corrupting alien energy, such
as that found neara gate to the Far Realm or the
strange magic that emanates through the Un-
derdark, a regenerating troll undergoes strange
mutations. Among the most common mutations are
wings, stretchable bodies, resistance to magic, and
astrange reflective psychic property. Many troll
mutates also have small additional limbs and eyes,
externalized organs, and other variations.
TROLL MUTATE Magic Resistance (Spell Scarred Only). The mutate has advan-
Large €
Giant, Typically Chaotic Evil tage on saving throws against spells and other magical effects.
Armor Class 16 (natural armor) Psychic Rebuke (Psionic Mirror Only). Ifthe mutate takes
Eig 95 (10d10 + 40) Psychic damage, each creature within 20 feet of it takes that
Speed 30ft.,fly30 ft. (Winged Form only) damage as well
Regeneration. The mutate regains 10 hit points at the start
SR рх CON INT WS CHA ofits turn, Ifthe mutate takes acid or firedamage, this trait
969 Be) WEA UG) I) лака) doesn't function at the start of the mutate's next turn. The mu-
tate dies only if it starts its turn with О hit points and doesn't
SavingThrows Con +7, Int +6 regenerate. Ifthe mutate starts its turn with 0 hit points and re-
Skills Perception +5, Stealth +4 generates, it randomly gains a mutation it doesn't already have
Senses blindsight 60 ft., passive Perception 15 (upto a maximum of four mutations).
Languages Giant, telepathy 60 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3 Actions
Mutation. When the troll mutate is created, it gains one of four
Multiattack. The mutate makes two Rend attacks.
possible body mutations at random: 1, Elastic Body; 2, Psionic Rend. Melee Weapon Attack: +7 to hit, reach 5 ft. (or 15 ft. if
Mirror; 3,Spell Scarred; or 4, Winged Form. This mutation de- the mutate has the Elastic Body mutation), one target. Hit: 15
termines certain traits in this stat block. (2410 + 4) slashing damage plus 9 (288) force damage.
Amorphous (Elastic Body Only). The mutate can move through Psychic Burst (Recharge 5-6), The mutate unleashes a wave
à Space as narrow as 1 inch without squeezing. of psychic energy. Each creature within 30 feet of
the mutate
must make a DC М Intelligence saving throw, taking 28 (896)
psychic damage on a failed save, or half as much damage on a
successful one.
CHAPTER 6 | BESTIARY
Pee
i
Creature cR Creature Giants
Titanothere 23 Scion of Skoraeus Cloud giant destiny gambler
Echo of Demogorgon 24 Scion of Thrym Cloud giant of Evil Air
Fensir skirmisher 25 Scion of Surtur
Death giant reaper
26 Scion of Mernnor
Death giant shrouded one
Mist hulk Fensir skirmi isher
Barrowghast 27 Scion of
Stronmaus Fire giant forgecaller
Cinder hulk
CREATURE TYPES
Fre giant of Evil Fire
Troll mutate Fomorian deep crawler
Ettin ceremorph ABERRATIONS Fomorian noble
Fensir devourer Ettin ceremorph Fomorian warlock of the dark
Gargantua Frost giant ice shaper
Cairnwight Frost giant of Evil Water
Ceratops (dinosaur)
Storm herald
Hill giant avalancher
Lightning hulk Beasts Scion of Grolantor
Stone giant of Evil Earth Spotted lon Scion of Menor
Aerosaur (dinosaur) Titanothere Scion of Skoraeus
Fire giant of Evil Fire CELESTIAL
Scion of Stronmaus
Fomorian deep crawler Fensir devourer Scion of Surtur
Frostmourn Scion of Thr ym
Maw of Yeenoghu Constructs Stone giant of E Earth
Flesh colossus Stone giant rockspeaker
Firegaunt Runic colossus Storm giant tempest caller
Fire hellion Troll amalgam
Frost giant ofEvil Water ELEMENTALS Troll mutate
Storm crab Cinder hulk
Cloud giant of Evil Air Dust hulk HUMANOIDS
Death giant reaper
Lightning hulk Firbolg primeval warden
Mist hulk Firbolg wan derer
Fomorian warlock of the dark Mud hulk Goliath giant-kin
Hill giant avalancher Rime hulk
Stalker of Baphomet Cradle ofthe cloud scion MONSTROSITIES
Altisaur (dinosaur) Cradle of the fire scion Aerosaur (diinosaur)
Spectral cloud Cradle of the frost scion Altisaur (dinosaur)
Ceratops (d inosaur)
Fury of Kostchtchie Cradle ofthe hill scion
Giant tick
Regisaur (dinosaur) Cradle of the stone scion
Cradle of the storm scion Gigant
Death giant shrouded one Regisaur (dinosaur)
Fomorian noble Fey Storm crab
Tempest spirit Giant goose
Ooze
Stone giant rockspeaker Giant lynx
Bag jelly
Frost giant ice shaper Giant ox
CHAPTER
6|BESTIARY 189
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APPENDIX A
CONCEPG ARG
The concept art on these pagesis ded to
inspire and delight all who are de into the glory
of giants.
Y бмавамтияв волзта,
APPENDIX
DIX А| CONCEPT ART
ADVENGURE
DOOKS
нъ HOOK IS FULL OP SEEDS YOU CAN USE 900 Adventure Hook Table or Text
to craft adventures involving giants and 38-40 ‘Against the Giants (chapter 3, “Adventure
the realms they inhabit, Tables (and text)
in chapters2,3, and4 present giants as Models")
rons, rivals, or adversaries,orsuggest reasons 41-43 Clash of Titans (chapter 3, "Adventure Models")
why characters might venture tolocations con- 44-46 Delve into the Past (chapter 3, "Adventure.
structed or occupied by giants. The adventure hooks Models")
с spread throughout these three chapters because 41-49 Giant-Sized Schemes (chapter 3, "Adventure.
they're intended tocomplement theinformation Models")
presented in each chapter. For example, ifyou get
excited you're ing about the giant pantheon 50-52 Into the Giant Realms (chapter 3, "Adventure
nd decide you want to build an adventure that fea Models")
tures these gods, a table is right there to spark your 51-54 Boss Assignments (chapter 3, "Giant Patrons”)
imagination. 55-56 Financier Assignments (chapter 3, “Giant
If you're unsure where to start, you can use the Patrons")
Adventure Hooks table here to help you dec 57-58 Seer Assignments (chapter 3, "Giant Patrons”)
ADVENTURE Hooks 59-60 Sovereign Assignments (chapter 3, "Giant
4100 Adventure Hook Table or Text Patrons")
01-02 Cloud Giant Wealth (chapter 2, “The Ordning”) 61-62 Tutor Assignments (chapter 3, "Giant Patrons")
03-04 Fire Giant Skill (chapter 2, "The Ordning"] 63-64 Warleader Assignments (chapter 3, “Giant
Patrons”)
05-06 Frost Giant Might (chapter 2, “The Ordning") 65-66 Annam's Cradle Adventures (chapter 4)
07-08 Stone Giant Artistry (chapter 2, “The Ordning") 67-68 Ashen Grotto Adventures (chapter 4)
09-11 Rejecting the Ordning (chapter 2, "The
69-70 Dreamer's Reach Adventures (chapter4)
Ordning")
12-14 Annam's Children Adventures (chapter 2, "Gods л-72 Endless Rockslide Adventures (chapter 4)
and Religion") 73-74 Forest Crystal Adventures (chapter 4)
15-17 Interloper Gods Adventures (chapter 2, “Gods 75-76 Forsaken Deep Adventures (chapter 4)
and Religion") 7-78 Gale's Eye Tower Adventures (chapter 4)
18-20 Recluses (chapter 2, "Social Structures") 79-80 Grolantor's Larder Adventures (chapter 4)
21-23 Exiles (chapter 2, “Social Structures") 81-82 Hiatea's Hearth Adventures (chapter 4)
24-25 Bands (chapter 2, "Social Structures") 83-84 Horizon's Edge Adventures (chapter 4)
26-27 Families (chapter 2, "Social Structures") 85-86 Howling Iceberg Adventures (chapter 4)
28-29 Steadings (chapter 2, "Social Structures") 87-88 Karontor’s Hold Adventures (chapter 4)
30-31 Settlements (chapter 2, “Social Structures") 39-90 Misty Vale Adventures (chapter 4)
32-33 Hidden Rune Adventures (chapter2, 91-92 Runic Circle Adventures (chapter 4)
"Organizations") 93-94 Singing Sands Adventures (chapter 4)
34-35 Eternal Throne Adventures (chapter 2, 95-96 Star Forge Adventures (chapter 4)
"Organizations") 97-98 Thundering Observatory Adventures (chapter 4)
36-37 Worldroot Circle Adventures (chapter 2, 99-00 Worldroot Sapling Adventures (chapter 4)
"Organizations")
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