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The Book of Giants - GM Binder
The Book of Giants - GM Binder
Giants
Behemoths of the mortal worlds, and the founders of
civilization. Before there were dwarves, gnomes, elves,
halflings and human, two races populated the world, the
giants and the dragons. When the realms were new, and the
sun had yet to shine on the mortal planes, the gods promised
their children the right to the mountains and oceans that had
formed in the material planes. The mistake that was made,
was that the gods who made these promises never relayed
the information to others, and so the giants and dragons were
placed into the realms without the knowledge of the others
presence, at least, until they made contact and all out war
broke.
The Grilarstór War. During the 0th Era, otherwise known
as the Ingens Era, the gods placed their children upon the
mortal realms Muncaelo, Sanctus, and Relicta, as a gift to
their ultimate creations, hoping to bear witness to the growth
of their children as they too created and transformed the
realms. However, when the children of the god--the dragons
and giants--came into contact with each other, they entered a
bloody war that would last 1500 years, and become known as
the Grilarstór War.
The war wrought destruction across the realms, creating
mountain ranges, ripping continents apart, and bringing
about the creation of the several ancestral races, including
the dervern, and the The Scalnatus, who would evolve to
become dwarves and dragonborn, amidst other offshoots.
While most forget the finer details of the wars today, and the
first giants of Asguard retain the histories with failing
memories, all that is well remembered was that Draco came
down from the heavens to wipe the giants out, his legions
upon failure were then used to forge the first cursed blade of
victory; Draco's Folley, A dwarf betrayed the giants, allowing
for the dragon queen to escape from death, and subsequently
was cursed and turned into a dragon by Odin himself, and
that most of the sentient races, specifically humans, rose
from the blood and destruction of the war, and became the
dominant races of the Material Realms.
More than the Six
Ask about the many citizen residing in the town and villages
of the realms what giants there are, and you'd hear of the
original six--cloud, fire, frost, hill, stone, and storm--and other
simple facts, though often misconstrued by the lack of
experiences of those people. Ask a knowledgable man, or
parhaps an experienced adventurer, and you'd hear of the
giant kin--firbolgs, goliaths, and ogres--and learn that there
are more giants than at first presented.
Like the fearsome dragons, there are many more giants
than what is first presented with an introduction to the true
giants. Their hierarchical structure expands to include other
lesser known giants, such as the death, desert, forest, and
jungle giants, and within the many giant races, variants such
as the craa'ghoran, mountain, and phaerlin giants exist. Many
variants and irregular giants exist within their ordered
culture, however there are more who break away from the
hierarchy and enact as opponents to the true giants, despite
being giants themselves. These rare giants expand to include
the likes of the eldrtich giants, the Geriviar, and the
spriggans.
Beastiary | Giants
2
Dark Portals. Portals to the Shadowfell manifest in Mo
forgotten caverns and the dark gloom of abandoned craa'g
Cloud Shadow Giant structures. The giants that explore such places often discover comp
Huge giant, neutral good (50%) or neutral evil
these portals and find themselves transported to the dark call th
(50%)
realm. Elder giants who would explore these locals might energ
find themselves spirited away, never knowing that a portal bodie
had appeared and taken them away. sludg
Armor Class 14 (Natural Armor) Recast in Shadow. The transformation to a shadow giant sprou
Hit Points 200 (16d12+96) happens over a period of years, during which time a giant's natur
Speed 40 ft. skin loses it's pigment, fading to a gray or charcoal hue. Its
hair become translucent and takes on a texture akin to wisps
STR DEX CON INT WIS CHA of shadows flowing from their heads, and its eyes paling to
pools of opalescent grays and purples. Shadow giants find
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) sunlight abhorrent, and they are weaker in bright light than
they are in darkness. Malumtra also has a dispiriting effect
Saving Throws Con +10, Wis +7, Cha +7 on its denizens, such that the longer a creature remains on
Skills Insight +7, Perception +7, Stealth +8 the plane, the more in tune with the planes distraught and
Damage Resistances necrotic unforgiving nature it becomes. As months and years pass for
Senses darkvision 120 ft., passive Perception 17 a giant on the Shadowfell, it becomes aware of the
Languages Common, Giant transformation being wrought upon it, and yet can do nothing
Challenge 14 (11,500 XP) to prevent it.
Back in the World. A shadow giant is so suffused with the
Keen Smell. The giant has advantage on Wisdom power of the Shadowfell that even a return to a Material
(Perception) checks that rely on smell. Realm can't undo their transformation. While some shadow
Living Shadow. While in dim light or darkness, the
giants will work to trick others into suffering the same
giant has resistance to damage that isn't force,
destructive fate as themselves, other will leave the first
psychic, or radiant.
chance they get, recognizing that living in the shadows of the
mortal realms is still a better life than living within Malumtra.
Innate Spellcasting. The giant's innate spellcasting
ability is Charisma. It can innately cast the following Shadow Giant Template
spells, requiring no material components:
Beastiary | Giants
3
Not all craa'ghoran giants suffer these physical defects, and
the older giants who are more attuned to their powers are
capable of forming a more solidified body, and even passing Craa'ghoran Giant
themselves off as normal stone giants. Huge giant, neutral evil
Masters of Mazes. The craa'ghoran giants are a solitary
species, preferring to live along away from other of their or
any giant kin. the only exception to this rule is when Armor Class 17 (Natural Armor)
craa'ghoran giants form small direct families, though one will Hit Points 127 (11d12+55)
never find more than four or five craa'ghoran giants living Speed 40 ft.
within close proximity. To maintain their solidarity, a
craa'ghoran giant will seek out a large natural space of stone STR DEX CON INT WIS CHA
within the Material Planes, or the Elemental Plane of Earth,
such as a vast mountain, or just beneath the surface of a vast 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
untouched local.
When a craa'ghoran giant descides upon their territory, Saving Throws Dex +5, Con +8, Wis +4
they will start to transform it into a vast maze. This is done Skills Athletics +12, Perception +4
for a variety of reasons, in part because the craa'ghoran as Damage Vulnerabilities thunder
part elemental consume stone as a form of sustenance, and Damage Resistances bludgeoning, piercing, and
in part because their newfound control of the earth is well slashing from nonmagical attacks
equipped for the construction of such large and sprawling Damage Immunities poison
structures. Beyond this, the craa'ghoran giants retain the love Condition Immunities poisoned
of artistry that is preeminent within stone giant culture, Senses Darkvision 60 Ft., passive Perception 14
working this into their ever expanding mazes with beautiful Languages Giant
murals covering their passageway wall, ornate statues Challenge 8 (3,900)
housing within the many corners of their structures, and fine
detailing permeating the bridges that cross the many caverns Innate Spellcasting. The giants's innate spellcasting
that the maze cuts through. ability is Charisma (save DC 10, +2 to hit with spell
Many travelers stumble upon these boundless passages, attacks). The giant can innately cast the following
mistaking them for uninhabited ruins, to be explored and spells, requiring no material components:
looted. Unfortunately for them, craa'ghoran giants tend to find At will: mold earth, wall of stone
3/day: earthquake
visitors very unpleasing, and soon any intruder will find
themselves lost and in imminent threat of death at the giants Earth Glide. The giant can burrow through
hand. Some adventurers and merchants may try to barter nonmagical, unworked earth and stone. While doing
safe passage through a craa'ghoran giants territory with a so, the giant doesn't disturb the material it moves
bribe, though in all likely hood, the giant will take the bribe through.
and then renege on the deal soon after. Stone Camouflage. The giant has advantage on
Dexterity (Stealth) checks made to hide in rocky
terrain.
Actions
Multiattack. The giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit: 19 (3d8+6) bludgeoning
damage.
Rock. Ranged Weapon Attack: +9 to hit, reach
60/240 ft., one target. Hit: 28 (4d10+6)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or
be knocked prone
Reaction
Rock Catching. If a rock or similar object is hurled at
the giant, the giant can, with a successful DC 10
Dexterity saving throw, catch the missile and take
no bludgeoning damage from it.
Beastiary | Giants
4
Eventually though, their desire for more powerful souls lead
them to manipulate the actions of both sides of the war,
leading the the deaths of several prominent giants and
dragons, and catching the eye of the giant king Odin. Once
Odin was made wise to the actions of Hel to consolidate
more power by leading her own kin to their deaths, he
decided to take action, partitioning the gods to strip her of
her divinity, and then sealing the majority of her powers
himself, trapping her true body within a new realm, that now
acts as her prison. Following this turn of events, Odin exiled
the death giants, forcing them to fend for themselves, and
creating the first of the renegade giant tribes, of many to
come.
Adapted to Exile. After their exile from Giant Society, and
the subsequent imprisonment of their only leader, the death
giants were left to collect themselves and start a new society.
Turning to magic, they adapted to their new predicaments,
changing their bodies to be immune to the transformations of
the shadowfell, and attaching their souls to that of Hel and
her new prison, forever feeding her and assuring she did not
die. Because of this, a death giants soul is not theirs, and they
can't be revived after death, with their soul leaving to
empower Hel in the hopes of one day being able to break free
from her prison. However, the souls of the death giants alone
were not enough, and while it will take eons to free Hel, it
would take eons more if they did so through simple sacrifices
of their kin, and thus the death giants returned to what they
do best, collecting souls and empowering themselves.
Collectors of Souls. A death giants position within the
death giant's society is determined by the amount of souls
they have collected and infused into their bodies, with the
greatest collectors being treated as leaders for the smaller
clans. This in term feeds into empowering Hel from beyond
her prison, with the empowered death giants souls going to
Hel's new realms; the death giant afterlife, where only the
souls of the death giants may go.
Death Giant Chain Reapers
Death Giants While most of the death giants are focused purely on the
Collectors of lost souls, death giants traverse between collection of souls, the exceptional few dedicate themselves
Malumtra, Limbo, and the Material Realms to collect any and to following in the ways of Hel, empowering themselves and
all souls for their own purposes. Before the appearance of the taking up chains to bind the souls they take.
goddess of the dead, the first death giant--Hel--was the Hunters in Sight. While it is common for death giants to
collector of all souls. During the Grilarstór War, she collected seek other creatures to slay and collect souls, a death giant
any and all souls of the deceased and, using a technique she chain reaper will excel in the task, gaining power quickly, and
acquired through nefarious means, empowered herself, seeking targets to slay, fearing next to no consequences.
becoming the first goddess of the dead, and overshadowing While often a bit more brutish than other death giants, the
all other children of the gods, while preventing the souls she chain reapers required success elevates their confidence,
collected from reaching their proper afterlives. causing them to risk hunting in more dangerous local, and
Withdrawn from the Hierarchy. After achieving divinity, often targeting small to mid sized settlements within the
Hel taught her children the secrets of manipulating the souls Material Realms. This has the strange side effect of having
their swore to collect, tainting the death giants, but causing more people see death giant chain reapers than death giants
them to grow in power. While they, for a time, grew to be n general, as the actions of the chain reapers are often
more powerful than any other giants or dragons, they refused accounted by many survivors, where regular death giants
to participate in the Grilarstór War, suggesting that their job target smaller groups, and leave less evidence of their
of collecting souls was all that matters, and that they held no presence behind.
stake in who one between the giants and the dragons.
Beastiary | Giants
5
Death Giant Death Giant Chain
Huge giant, neutral evil
Reaper
Armor Class 17 (chain mail) Huge giant, neutral evil
Hit Points 230 (20d12+100)
Speed 50 ft. Armor Class 17 (chain mail)
Hit Points 230 (20d12+100)
Speed 50 ft., fly 50 ft. (hover)
STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 21 (+5) 12 (+1) 17 (+3) 18 (+4) STR DEX CON INT WIS CHA
Saving Throws Con +9, Wis +7, Cha +8 30 (+10) 14 (+2) 21 (+5) 14 (+2) 19 (+4) 20 (+5)
Skills Arcana +5, History +7, intimidation +8,
Perception +7 Saving Throws Con +9, Wis +8, Cha +9
Damage Resistances cold; bludgeoning, slashing and Skills Arcana +6, History +8, Intimidation +9,
piercing damage from non magic weapons Perception +8
Senses darkvision 60 ft., passive Perception 17 Damage Resistances cold, lightning, necrotic
Languages Common, Giant Damage Immunities poison; bludgeoning, piercing,
Challenge 12 (8,400 XP) and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 18
Innate Spellcasting. The giants's innate spellcasting Languages Common, Giant
ability is Charisma (save DC 16, +8 to hit with spell Challenge 19 (22,000 XP)
attacks). The giant can innately cast the following
spells, requiring no material components:
Soul Healing. The giant is immune to necrotic 3/day: dispel magic, inflict wounds, blight
damage, and instead is healed by it. for every point 1/day: flame strike, power word kill
of necrotic damage dealt to the giant, add the
damage to its hit points. Soul Healing. The giant is immune to necrotic
damage, and instead is healed by it. for every point
Sold Soul. A death giant cannot be raised,
of necrotic damage dealt to the giant, add the
resurrected, or reincarnated. A death giant's soul is
damage to its hit points.
utterly destroyed 1 round after the giant's death.
Sold Soul. A death giant cannot be raised,
Actions resurrected, or reincarnated. A death giant's soul is
Multiattack. The giant makes two greataxe attacks. utterly destroyed 1 round after the giant's death.
Beastiary | Giants
6
Desert Giant Sand
Shifter
Huge giant, neutral
Beastiary | Giants
9
is their connection to the verve rune granted them powers Nowadays, it is most common to find a forest giant within a
over magic that normal storm giants didn't have, and caused secluded thicket of woods, or living nearby some sort of
their skin to grow purple and eltricth birthmarks to appear natural grove. Forest giants don't live together, only doing so
across their bodies. to raise kids until adulthood, and live individually nearby
Odin had hoped these new giants would act as a more these natural locations. While forest giants are by no means
powerful replacement for the storm giants during the completely solitary creatures, often living and interacting
Grilarstór War, however his own destructive desire for the with druids and elves, they as a people have determined that
truth was indicative of the nature of his new creations, and spreading their influence is the best way to maintain the
despite being powerful, the eldritch giants shunned the environments they protect.
waring nature of the children of gods, and abandoned the Serene. Forest giants are peace keepers by nature. Their
giant clans to act upon their own desires, sometimes even beliefs to the forest cause them to view humanoids as
trading information with the dragons, causing many giants to another creature that needs direction and upkeep. Because of
see them as a threat to themselves. this, forest giants are not hostile, and will leave fighting to the
Cousins of Thunder. Being created by the first storm last option. Do not mistake this for infinite patience however,
giants as an improved version of themselves, the eldritch as if a forest giant believes they have been greatly slighted, or
giants shared a lot of similarities with that of the storm that their domain they protect is in danger, they will forsake
giants, including similar constitutions, strengths and wisdom their peaceful ways and decimate any opponents they may
of the elder storm giants. Even so, the eldritch giants meet, even if they are other giants.
connection to the verve rune caused them to connect to the Beyond this, most forest giants are primarily herbivores.
pure magical energy of the realms as opposed to the energies While they are capable of eating meet, their preference to
of the stormy skies. avoid killing leads them to limited dietary options. To prevent
At first, this difference did not lead to too much enmity themselves from starving, they maintain certain editable
between the storm giants and this newly created race, but plants and supplement the rest of their livelihoods with
when the eldritch giants stared to show signs of disrespect to magic. This has the adverse effects of shortening their
those who came first, and started to show their true lifespans, causing forest giants to be one of the most short-
capabilities, the storm giants--lead by Thor--sought to lived of the giant races, often making it no longer than 150
eradicate the eldritch giants to eliminate the new potential years.
threat of them changing the hierarchy of the giant races and
removing the power of storm giants. Forest Giant Prognosticator
This, paired with the trading of information between the While most forest giants find them selves in tune with nature
eldritch giants and dragon was used as an excuse, and the and protecting it, some go a step farther, communing with it,
eldritch giants were hunted down as traitors and removed and becoming druids. These giants are revered as elders and
from the greater giant society. The eradication wasn't all too exemplars within forest giant culture, and many hope to one
successful, thanks in part to the great strength of the eldritch day achieve this level of coexistence with the gardens they
giants, but feeling abandoned by Odin, and no longer a part of tend to.
the giants culture, the eldritch giants made it a point to kill Holistic Endeavors. While many forest giants guard their
any storm giants they come across, and a never ending patches of woods as outsiders and controllers, a forest giant
message to those who betrayed them. Prognosticator will often attune themselves to the forest
Forest Giant itself, only acting when they feel that inactivity is most
imperative. Beyond this, they let the cycles of their garden
Forest giants are benign, nature loving caretakers who progress naturally, with plants and animals dying as death
maintain and nurture the forests they live within. Allied with comes for them, and new life growing from what is left
the elves, forest giants will create animal sanctuaries, behind. Some forest giant prognosticators will even allow the
protecting the wildlife from hunters and growing the plantlife wisps of flame to engulf their homes in wildfires if they
within these giant, natural gardens. believe it is time for a rebirth of the land, allowing the
Guardians of the Woods. When the averians--ancestors of nutrients of the charred wood to start growing anew.
the elves--first entered the Material Realms, they aligned Masters of Nature. Although they prefer to remain
themselves with the newly independent forest giants, living inactive, allowing the progression of the forests they call
amidst their terrain and impacting each others culture to the home to follow their natural paths, forest giant
point where the will of nature became more important than prognosticators can enforce their will on the plant-life they
the bickerings of giants and dragons to the likes of the forest surround themselves in. Using this innate understanding of
giants. While still apart of the giant hierarchy, the forest the fauna and flora they connect with, they can enact magic
giants rank lower than the likes of the hill giants due to their to combat and control, and even see into the future.
disposition and dislike of the greater actions of the giant They use these skills to prepare for up[coming events,
races, preferring to maintain their territories and work coming to grips with the way the world is to be. Some who
together with the smaller races as opposed to causing attain this power will act more stern and cave to their desire
ruckuses and fighting for strength. to protect their homes, but these prognosticators are few and
deemed as improper by their peers.
Beastiary | Giants
10
Forest Giant Forest Giant
Huge giant, neutral
Prognosticator
Armor Class 14 (leather armor) Huge giant, neutral
Hit Points 147 (14d12+56)
Speed 40 ft. Armor Class 13
Hit Points 147 (14d12+56)
Speed 40 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4) STR DEX CON INT WIS CHA
Saving Throws Dex +7, Con +8, Wis +7 22 (+6) 16 (+3) 19 (+4) 16 (+3) 19 (+4) 18 (+4)
Skills Nature +7, Perception +7, Stealth +7, Survival
+7 Saving Throws Dex +7, Con +8, Wis +8
Senses passive Perception 17 Skills Arcana +7, Nature +8, Perception +8, Stealth
Languages Giant, Sylvan +7, Survival +8
Challenge 8 (3,900 XP) Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Forest Camouflage. The giant has advantage on Senses passive Perception 18
Dexterity (Stealth) checks made to hide in forest Languages Giant, Sylvan
terrain. Challenge 11 (7,200 XP)
Log. Ranged Weapon Attack: +10 to hit, reach 3/day each: foresight, true seeing
60/240 ft., one target. Hit: 28 (4d10+6)
bludgeoning damage. If the target is a creature, it Actions
must succeed on a DC 17 Strength saving throw or Multiattack. The giant makes two attacks with its
be knocked prone. staff.
Staff. Melee: +10 to hit, reach 15 ft. or range
60/240 ft., one target. Hit: 16 (3d6+6) bludgeoning
Beastiary | Giants
11
Geriviar
Gigantic beasts with an inherent rage towards structures, the Geriviar
geriviars are a rare breed of giant, not normally witnessed or Huge giant, chaotic evil
even references amidst the hierarchical structure of the
giants overarching society. Often living within secluded Armor Class 19 (natural armor)
environments, the geriviar were often contracted to help Hit Points 209 (16d12+105)
armies to deal with fortified cities and other structures. Speed 70 ft.
Pathological Rage. For reasons unknown by all but the
gods and elder giants, the geriviars possess a strange, all
consuming loathing for permanent structures of any kind. STR DEX CON INT WIS CHA
The sight of a structures, such as a tower of fortified wall 30 (+10) 18 (+2) 24 (+5) 12 (+1) 10 (+0) 10 (+0)
pulls a rage from deep within their subconscious, and offends
them on a personal level. Saving Throws Str +17, Dex +9
Paired with their inflexible, and stubborn personalities, the Damage Resistances bludgeoning, piercing, and
geriviars are known to immediately destroy any structures slashing from nonmagical attacks that aren't
they come across, and those who built or reside within them. adamantine
Unyielding in this pursuit of destruction, once a geriviar had Damage Immunities fire, poison, thunder
set it's mind to something, death was usually the only means Condition Immunities poisoned
of stopping it, unless one with a will as strong as the geriviars Senses passive Perception 10
were to step in. Languages Giant
Siege Engines Manifested. While it is unknown--the Challenge 21 (33,000 XP)
cause of the gerivars inherent hatred--it cannot be disputed
that gerivars are the perfect siege weapons. Skilled in the Innate Spellcasting. The giant's innate spellcasting
dismantlement of structures such as siege towers and ability is Charisma (spell save DC 15). It can innately
defensive walls, being able to convince a geriviar to aid your cast the following spells, requiring no material
armies can act as a great boon for you, assuming you yourself components:
do not use any fortifications while in the presence of the
giant. 1/day: invisibility
It should be recognized however, that while great aids in Magic Resistance. The giant has advantage on saving
war, the geriviar themselves often avoid armor and weapons, throws against spells and other magical effects.
fighting in a more primal style with their fists and their Siege Monster. The giant deals double damage to
naturally produced nodules. Paired with their enhanced objects and structures.
healing, one might mistake them for gigantic mindless
beasts, if not for their capability to communicate when not in Regeneration. The giant regains 10 hit points at the
a blind rage. start of its turn. If the giant takes acid or cold
damage, this trait doesn't function at the start of the
giant's next turn. The giant dies only if it starts its
turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The giant makes two slam attacks.
Slam. Melee Weapon Attack: +17 to hit, reach 5 ft.,
one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +17 to hit, range
60/180 ft., one target. Hit: 32 (4d10+10)
bludgeoning damage.
Explosive Nodules (3/day). The giant rips off one of
its nodules and throws it at a spot with 30 ft. of it.
All creatures within a 10 ft. radius of the nodules
landing spot must make a DC 15 Dexterity saving
throw, taking 18 (4d8) fire damage and 21 (6d6)
piercing damage on a failed save, or half as much on
a success.
Beastiary | Giants
12
Jungle Giant the hunt was worthy of respect, no matter their size or race. If
Cousins to the forest giants, the jungle giants are descended game became scarce, or the population of giants grew too
from those who sought out other lands, disconnected from large, many would wander from the jungles, heading to hunt
the ways of Freya and her kin, the jungle giants live in a more in nearby safaris and grasslands, though their natural
tribal society, living off the land and hiding amidst the tall disadvantage in these locals would eventually lead them back
tree, without the interactions that you would see from a to their preferred habitat.
normal forest giant.
Top of the Food Chain. Withing the southern jungles of Mountain Giant
Ildebadric continent, the jungle giants seek out prey to Brutish cousins of the hill giants, the mountain giants are
sustain themselves. Jungle giants are carnivores, seeking out cruel and erratic hill giants that adapted to living within
and hunting any game they can find amidst the dense bush of mountainous terrain over the course of generations. Often a
the outback. While smaller creatures are less likely to be little smaller than the likes of your typical hill giant, their
hunted, seeing as they are little more than a snack to the likes reduced stature was made up by their extreme hardiness and
of a giant, large cats, lizards, and snakes are often hunted strength, being capable of feats on par with the likes of the
within an area until the giants decide to move onto locations fire giants.
with better game. Civil Split. The clans who would give birth to the line of
After they have skinned the creatures and consumed the the mountain giants split off from the hill giant society in the
meats, they utilize the bones and skins to craft themselves later half of the first era. While specific records of these event
cloths and tools, often creating axes, spears and daggers out have been lost through the generations, primarily to a lack of
of them along with boulders and trees. With these tools, documentation and an inconsistent oral tradition maintained
giants will set up large traps designed to incapacitate and kill by both hill and mountain giants alike, both sides claim that
their targets. Often carrying large knives with them, many the split was due to a civil war within the hill giants society,
jungle giants are trained to be efficient with their kills and that inevitably ended with either the abandonment, or exile of
work, allowing their lifestyle to be maintained. the mountain giant forefathers.
Respect of the Hunter. Jungle giant--unlike most of the Mountain Networks. Mountain giant clans would consist a
other giant kin-- prefer to work alongside the likes of humans several groups of small families living throughout a mountain
and other humanoids. Often joining other humans for hunts, rang, with each family being regulated to a single peak. Often
the jungle giants have garnered an appreciation for the sheer lead by a shaman who leads the occasional gatherings of the
volume of humans, often working to have a large group chase families, and visitors who come seeking an audience with the
off prey into the waiting ambush of the jungle giants. Because tribe, the giants would share information between the
of these cooperative hunts, many jungle giants are sighted in families to help maintain their control over their shared
the presence of human tribals. territory.
Jungle giants respected the assistance of these littlefolk,
and believe that any creature brave enough to participate in
13
Jungle Giant Mountain Giant
Huge giant, neutral Huge giant, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 19 (+4) 10 (+0) 16 (+3) 18 (+4) 21 (+5) 8 (-1) 20 (+5) 9 (-1) 9 (-1) 10 (+0)
Beastiary | Giants
14
Ancient Prisoners. Long ago, the stone giants who would
come to be the first of the phaerlin were enslaved, and
Phaerlin Giant imprisoned by the drow, treated as large brutes forced to
Huge giant, neutral
perform tasks within mines, creating new tunnels and
structures, and fending off monster attacks for their new
masters. Their presence helped the drow to eventually create
Armor Class 18 (natural armor) a permanent foothold within the underdark that has proven
Hit Points 202 (13d12+78) to be resilient to this day.
Speed 50 ft. This slavery would not end however, and eventually lead to
drow experiments with dark magic being performed on the
STR DEX CON INT WIS CHA
phaerlin to enhance more desired features for combative
purposes, as well as dumb them down to make them easier to
23 (+6) 15 (+2) 22 (+6) 7 (-2) 12 (+1) 15 (+2) control. These experiments failed in the end, and the
resulting mutations would bee seen within the phaerlin for
Saving Throws Dex +5, Con +8, Wis +4, Cha +5 generations to come.
Skills Athletics +12, Perception +4 Solitary Beasts. Eventually, some of the phaerlin broke
Senses blindsight 60 ft., darkvision 120 ft., passive free from their restraints and ran with wild abandon into the
Perception 14 winding tunnels to be unseen for years. While these wild
Languages Giant phaerlin have reproduced--making them a normal part of the
Challenge 9 (3,900 XP) underdarks ecosystem--they are a rare species, living solitary
lives of hunting and having low numbers.
Stone Camouflage. The giant has advantage on On rare occasions, two to three phaerlin would cooperate,
Dexterity (stealth) checks made to hide in rocky but this was always temporary, and they would soon after
terrain. return to what would be their marked territories. This is
Keen Smell. The giant has advantage on Wisdom
consistant with most interactions with the phaerlin who,
(Perception) checks that rely on smell. while sentient, were barley capable of speech, and held no
culture. This incapability of forming social connections and
Actions repressing their instinctual desires prevented them from ever
leaving their dark homes and returning to the society of other
Multiattack. The giant makes two attacks, one with
its bite, and on e with its claws.
stone giants, furthering the divide between the two now
distinct species.
Bite.* Melee Weapon Attack:* +9 to hit, reach 5 ft.,
one target. Hit: 16 (3d6+6) bludgeoning damage.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 13 (3d4+6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range
60/240 ft., one target. Hit: 28 (4d10 + 6)
bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or
be knocked prone.
Frightful Howl (Recharge 6). Each creature that is
within 120 feet of the giant and can hear it must
succeed on a DC 15 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the giant's
Frightful Howl for the next 24 hours.
Phaerlin Giant
The phaerlin giants were migratory stone giants who moved
deep into the underdark. Hunched over due to the restraining
space of the many caves, and often crawling on all fours as
opposed to standing, the phaerlin were mutated and adapted
to survival in the harsh environment of the underdark,
abandoning their reason, and becoming a feral monstrosity to
be feared withing the howling caves where the light doesn't
shine.
15
Forgotten Giants. In times forgotten, the spriggan were
giantkin, weaker than the likes of the firbolg and goliaths with
Spriggan whom the spriggan were closer to within the ordning. During
Medium fey, chaotic neutral
the war between giants and dragons, the spriggan were
positioned within the feywild, seeking allegiances on behalf of
the storm giants from the fey lords that resided there.
Armor Class 17 (natural armor) Unfortunately, the Spriggan were abandoned by their kin
Hit Points 190 (20d8+100) within Mystramm, and over generations of missteps with the
Speed 30 ft. courts of the fay, and the magics of the realm, they were
transformed into the tree-like humanoids they appear as
STR DEX CON INT WIS CHA
today, abandoning the giantkin outright in anger of the
betrayal they feel, and acting against the natural denizens of
18 (+4) 13 (+1) 20 (+5) 10 (+0) 16 (+3) 12 (+1) the realm they now call home as petty revenge for the curses
that have permanently transformed their species from the
Skills Animal Handling +4, Perception +6 powerful beings they once were to the musks of wood they
Damage Vulnerabilities fire have become.
Damage Resistances bludgeoning, piercing Grudge-Bearers. With a history wrought with betrayal and
Senses passive Perception 16 malefactors, the generations of spriggan grew up learning
Languages Giant, Sylvan and inheriting the hatred of their ancestors towards all who
Challenge 7 (2,900 XP) have wronged them. Due to this form of upbringing, the
spriggan hold an undying grudge against both fey and giants
False Appearance. While the spriggan remains alike, and have grown to remember all accounts against
motionless, it is indistinguishable from a normal them, and to pay people back, albeit in a more mischievous
tree. way more often than not.
Innate Spellcasting. The spriggan's spellcasting ability
Having found themselves more connected to the plant-life
is Wisdom (spell save DC 14, +6 to hit with spell around them has helped to soothe their cultural anger over
attacks). The spriggan can innately cast the the years, changing them to be more fey-like themselves, with
following spells, requiring no material components: their desire to gain vengeance through simple pranks and
shocking surprises. New grudges are easily forgotten with a
At will: enlarge/ reduce (targeting self), flesh to simple unexpected gust of wind, or the replacing of a
stone (wood) woman's child with a changeling, but their deep grudges
1/day each: detect magic towards the courts of orderning will always remain with their
people, until the archfey have been duped into obscenity, and
Magic Resistance. The spriggan has advantage on
saving throws against spells and other magical
the giants have been cursed to a similar fate.
effects.
Guardians of Troves. Given their extensive lifespans,
many Spriggan find purpose in their life by guarding hidden
Magic Weapons. The spriggan's weapon attacks are glades, cave entrances, forest ruins, or any form of treasure
magical. they can find, no matter how insignificant. Spriggan who
Actions chose a life of guarding, will spend months and years, hidden
around their grounds, waiting to attack any and all travelers
Multiattack. The spriggan makes two claw attacks. who seek to explore or take their treasures, becoming
extremely hostile whenever the chance appears.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., Spriggan who chose to spend their extensive lives guarding
one target. Hit: 11 (2d6+4) slashing damage. these places, may eventually die where they stand, if ever you
Children of the Forest (1/Day). The spriggan magically find a burrow underneath roots, a tree within an abandoned
calls 2d4 swarms of wasps, ravens, beetles, or rats. temple, or a single gold coin in a branch, you may be looking
While outdoors, the spriggan can call 3d6 wolves at the remains of an ancient spriggan.
instead. The called creatures arrive in 1d4 rounds,
acting as allies of the spriggan and obeying its
spoken commands. The beasts remain for 1 hour,
until the spriggan dies, or until the spriggan
dismisses them as a bonus action.
Spriggan
The spriggans were a race of giants abandoned in the
feywilds by the giant kin during the Grilarstór War. Ghosts of
their former selves, the arcane energies and curse of the fey
have transformed them into living trees, guarding treasures
and playing pranks upon any who accidentally wader into
their territories.
Beastiary | Giants
16
Verbeeg Lycanthrope
Verbeeg are giants that resemble oversized humans with Verbeeg Lycanthrope
gangly limbs and elongated faces. Thanks to their similarity Large giant (giant, shapechanger), chaotic evil
to normal humans, the verbeeg were genetically susceptible
to all forms of lycanthropy, though they have been proven Armor Class 14 (hide armor, shield) in giant form,
immune to the curse of the wereraven. 15 (natural armor) in dire wolf or hybrid form
Giant Werewolves. Lycanthrope, specifically the curse of Hit Points 85 (12d10+36)
the werewolf, had an adverse effect on the verbeeg giants. A Speed 40 ft. (50 ft. in dire wolf form)
verbeeg afflicted with a curse of lyncanthropy would proved
vile and violent, even more so than their traditional
lycanthrope cousins. This more animalistic nature lent a STR DEX CON INT WIS CHA
verbeeg lycanthrope to act vile in or out of transformation, 20 (+5) 11 (+0) 16 (+3) 11 (+0) 10 (+0) 9 (-1)
and attempt to spread the curse of often as possible.
Due to how dangerous a verbeeg lycanthrope often proved Saving Throws Dex +2, Con +5
to be, the many clans and tribes of verbeeg had it ingrained Skills Animal Handling +2, Athletics +6, Perception
into their traditions that the immediate eradication of any and +4, Stealth +2
all verbeeg lycanthrope, and normal lycanthropes by Damage Immunities bludgeoning, piercing, and
extension, was a must to protect the best interests of all slashing from nonmagical attacks that aren't
verbeeg giants. This lead to verbeeg tribes actively hunting silvered
down and killing any member that became afflicted with the Senses passive Perception 14
condition. Languages Common, Giant (can't speak in dire wolf
form)
Challenge 7 (2,900 XP)
Actions
Multiattack (Giant or Hybrid Form Only). The verbeeg
lycanthrope makes two attacks: two with its spear
(giant form) or one with its bite and one with its
claws (hybrid form).
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 18
(3d8+5) piercing damage. If the target is a
humanoid, it must succeed on a DC 12 Constitution
saving throw or be cursed with werewolf
lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +5
to hit, reach 5 ft., one creature. Hit: 17 (5d4+5)
slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 15
(3d6+5) piercing damage, or 18 (3d8+5) piercing
damage if used to make a ranged attack or used
with two hands to make a melee attack.
Beastiary | Giants
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Credits
Created by Nicholas H.
Contributors: ___