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ash and daubed with crude designs in old

blood. The foul, untanned hide of a cave


bear serves as its loincloth. Hunched
and long-armed, the giant carries two
stone-headed axes, and two massive
tusks jut up from its protruding jaw.

Cave giants are primitive brutes


who keep a tribal society built around
grisly shamanistic beliefs. They are
exclusively carnivores and prefer the flesh
of humanoids and other giants above all
others. While they can subsist on animal
flesh, they consider it disgusting and bad luck,
to be undertaken only if absolutely necessary
for survival.
Dwellers in the Deep. Cave giants shun
sunlight and fear its touch. The sun’s glare slowly
turns cave giants to stone. They
lurk in tunnels and caves
beneath the earth and deep in
the hearts of mountains.
The brutes make
forays into the lands
of surface-dwellers
that extend beneath
the surface, such as
dwarven strongholds,
in search of meat and
sacrifices.
Brutish and
Primal. Cave Skills
Athletics +12, Perception +5, Survival +5
giants are deeply Senses
darkvision 120 ft., passive Perception 15
superstitious and see Languages
Giant
their shamans as messengers and tools of the spirits. Thus, Challenge 10
(5,900 XP)
a charismatic shaman will dominate any given group of cave
giants. The giants believe that eating another creature allows
Sunlight
Petrification. If the giant starts its turn in sunlight, it
them to consume its spirit as well as its flesh and seek to devour
takes 20
radiant damage. While in sunlight, it moves at half
as many sentient creatures as possible, especially spellcasters
speed and has
disadvantage on attack rolls and ability checks. If
whose power they believe they can steal.
the giant is
reduced to 0 hp while in sunlight, it is petrified.

CAVE GIANT ACTIONS


Multiattack.
The giant makes three attacks: two with its handaxe
Huge giant, chaotic evil
and one with
its tusks.
Armor Class 16 (natural armor)
Handaxe. Melee
Weapon Attack: +12 to hit, reach 10 ft. or range
Hit Points 200 (16d12 + 96) 20/60 ft.,
one target. Hit: 18 (3d6 + 8) slashing damage.
Speed 40 ft. Tusks. Melee
Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 22 (4d6
+ 8) slashing damage, and if the target is a Large
STR DEX CON INT WIS CHA or
smaller creature it must succeed on a DC 20 Strength saving
27 (+8) 10 (+0) 22 (+6) 8 (–1) 13 (+1) 6 (–2) throw or
be knocked prone.
Rock. Ranged
Weapon Attack: +12 to hit, range 60/240 ft., one
Saving Throws Dex +4, Con +10, Wis +5 target. Hit:
30 (4d10 + 8) bludgeoning damage.

182
CREATURE CODEX G

Giant, Haunted
This giant appears dead-eyed and sullen, trudging along as if the that turn,
but attack rolls against it have advantage until the
weight of the entire world rests on his shoulders. Three huge ghostly start of
its next turn. This trait is granted by the ancestral spirits.
figures swirl around the giant who looks at them with a mixture of See
Invisibility. The giant can see invisible creatures and objects
fear and loathing. as if they
were visible and can see into the Ethereal Plane. This
trait is
granted by the ancestral spirits.
By adolescence, some male hill and stone giants are plagued Steadfast.
The giant is immune to the charmed and frightened
by the spirits of their ancestors. The ghosts’ incessant whispers
conditions. This trait is granted by the ancestral spirits.
drive them off alone or in small familial groups to lay their
ancestors’ remains to rest. This can consume their lives to the ACTIONS
extent that even breeding isn’t a priority, so the giants’ own

Multiattack. The giant makes two greatclub attacks.


ancestors drive their race toward extinction. The more who die,
Greatclub.
Melee Weapon Attack: +8 to hit, reach 10 ft., one
the more ghosts return to burden the living, leading many tribes
target.
Hit: 18 (3d8 + 5) bludgeoning damage.
to cremate their dead—though this is considered a vile act of
Rock.
Ranged Weapon Attack: +8 to hit, range 60/240 ft., one
desecration by many giants.
target.
Hit: 21 (3d10 + 5) bludgeoning damage.
Anchored to Descendants. This ghostly harassment
manifests itself as an ancestral spirit. These spirits are anchored
to the souls of their descendants and appear near their host
either as dark, flickering shades or as looming, spectral
apparitions. The giant will take steps to defend its ancestral
spirits if they are attacked but will likely be glad at the
temporary respite if the spirits are driven off.
Permanent Haunting. Spirits return to plague
their briefly relieved descendants at the rate of
one spirit per hour. The spirits cannot be
destroyed permanently unless their bones
are found and laid to rest.

HAUNTED GIANT
Huge giant, chaotic neutral
Armor Class 20 (natural armor)
Hit Points 126 (12d12 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)
Saving Throws Dex +2, Con +7, Wis +2
Skills Athletics +8, Perception +2
Senses passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)

Ancestral Spirits. Three ghostly spirits haunt the giant. The


spirits are incorporeal, remain within 10 feet of the giant at
all times, and can’t take actions. Each uses the giant’s AC
and saving throws, has 15 hp and can only be harmed by
radiant damage. If an ancestral spirit is reduced to 0 hp,
it disappears temporarily. Reduce the giant’s AC by 1 and
remove one trait granted by the spirits for each spirit that
is driven off. Ancestral spirits can’t be turned.
Reckless. At the start of its turn, the giant can gain
advantage on all melee weapon attack rolls during

183
G CREATURE CODEX

Giant, Laestrigonian
Dressed in ragged skirts or makeshift togas stitched from sailcloth
and human skin, sporting tangled beards and hair
caked with blood and filth, and with its teeth filed
to points, a Laestrigonian giant is a mad horror to
behold.

Close Enough is Too Close. From a distance,


a Laestrigonian giant resembles a human of
normal proportions, though standing some ten
feet tall. At closer range, however, a visible
insanity inhabits its eyes—bloodlust is
never far from a Laestrigonian giant.
Ship Wreckers. Laestrigonians dwell
near natural harbors whose waters conceal
jagged reefs and shoals. By various deceptions,
they lure ships onto the hidden reefs and rocks,
often the very same hazards that made them castaways. When
escape becomes impossible, they run down and slaughter the
shipwrecked sailors who attempt to come ashore in the surf.
Cursed by the Gods. Castaways who violate the taboo
against cannibalism sometimes undergo a monstrous
transformation resulting from of an ancient curse. When the
curse takes hold, the accursed grows in size and gains the ability
to go without sustenance for long periods of time. However,
it loses all desire to eat anything but humanoid creatures and
can barely digest anything else. A Laestrigonian giant is not,
however, long-lived; it remains susceptible to the diseases and
parasites that accompany cannibalism, a diet of raw meat,
and a lack of other sustenance. Nevertheless, death for a
Laestrigonian usually comes at the hands of its fellows.

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