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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Feb 2024

    Default Bigby doesn't present - Call of the Orderning

    Just make a pun of that mod and post my homebrew giant monsters (or NPCs if you want). Comments are always welcomed.

    Index

    hill and stone giants

    frost and mercury giants

    cloud and fire giants

    storm giants
    Last edited by amateur585; 2024-05-10 at 07:44 AM.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    Feb 2024

    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Hill Giants
    Show

    Hill giants are made up of all four elements, which means they can't live in the extrem environment or Elemental Planes for too long. A hill giant's role in the ordning is to enjoy the fruits of their greater kin's labors, to travel around and spread the glory of ordning among the world of smaller folks. While in human societies the rights of such leisure classes are typically belonging to political dominance, among giants the hill-dwellers are looked upon with a fond sort of pity, cursed to serve only limited purposes.
    Hill Giant
    Huge Giant, Chaotic Neutral

    Armor Class 14 (Natural Armor)
    Hit Points 105 (10d12+40)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    21 (+5) 8 (-1) 19 (+4) 7 (-2) 10 (+0) 6 (-2)

    Skills Perception +3, Survival +3
    Senses Darkvision 60', Passive Perception 13
    Languages Jotuncommon, Jotunhaug
    Challenge 6

    Blunt Mind.
    If the hill giant takes Psychic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Immutable Form.
    The hill giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The hill giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The hill giant makes up to two melee attack.

    Greatclub. Melee Weapon Attack:
    +8 to hit, reach 10' , one target. Hit: 18 (3d8 + 5) Bludgeoning damage.

    Rock. Ranged Weapon Attack:
    +8 to hit, range 30'/120'., one target. Hit: 27 (4d10 + 5) Bludgeoning damage. Each other creature within 5' of the target must succeed on a DC 16 Dexterity saving throw or take half the attack's damage.

    Vine Generate. Melee Spell Attack:
    +7 to hit, reach 20' , one target. Hit: 14 (3d6 + 4) Bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be Grappled (escape DC 15).

    Bonus Actions

    Naturalheal (Recharge 5-6, Requires standing on solid ground).
    The hill giant packs its wounds with nearby soil, dust, or water, turning it into a semblance of flesh. The hill giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Thunder damage until the beginning of its next turn.

    Hill Giant Collector
    Huge Giant, Chaotic Neutral

    Armor Class 14 (Natural Armor)
    Hit Points 126 (12d12+48)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    21 (+5) 8 (-1) 19 (+4) 9 (-1) 14 (+2) 8 (-1)

    Skills Perception +5, Survival +5
    Senses Darkvision 60', Passive Perception 15
    Languages Common, Jotuncommon, Jotunhaug
    Challenge 7

    Blunt Mind.
    If the hill giant takes Psychic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Immutable Form.
    The hill giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The hill giant has advantage on saving throws against spells and other magical effects.

    Pack o' Goodies.
    The hill giant keeps a pack which has at least 6 items in it.

    Actions

    Multiattack
    The hill giant makes up to two melee attack.

    "Me wann ya!". Melee Weapon Attack:
    +8 to hit, reach 10' , one target. Hit: 12 (3d4 + 5) Bludgeoning damage. On a hit, a Large or smaller target is Grappled (escape DC 16).

    "Ya go some goodies!". Ranged Weapon Attack:
    +8 to hit, range 30'/120'., one target. The item that the giant throws may have further influnce, roll a d6 to judge what will happen on a hit:
    1-2: A large rock or other hard object, deals 28 (4d10 + 5) Bludgeoning damage.
    3-4: A carpet which is dirty due to being used as a towel, the target is restrained until it is freed if it is Large or smaller. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the carpet (AC 10) also frees the creature without harming it, ending the effect.
    5: A cauldron with a poorly crafted fire rune on it, the target takes 22 (4d10) Fire damage. On a miss, it generate fire on the point it is thrown to.
    6: A snuff bottle that holds a nimble of pixie dust. On a hit or miss, a humanoid target must succeeds a DC 15 Wisdom saving throw or be affected by sleep spell and falls Unconscious for 1 minute until the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. The target has advantage on this saving throw if the attack misses.
    The giant must use a bonus action to grab the thrown item to use it again.

    Bonus Actions

    Naturalheal (Recharge 5-6, Requires standing on solid ground).
    The hill giant packs its wounds with nearby soil, dust, or water, turning it into a semblance of flesh. The hill giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Thunder damage until the beginning of its next turn.

    Hill Giant Avalanche Cheftain
    Huge Giant, any Alignment (usually Chaotic Good or Chaotic Evil)

    Armor Class 14 (Natural Armor)
    Hit Points 200 (16d12+96)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 8 (-1) 22 (+6) 9 (-1) 18 (+4) 12 (+1)

    Saving Throws Con +10, Int +3, Wis +8
    Skills Perception +8, Persuasion +5, Survival +8
    Senses Darkvision 60', Passive Perception 18
    Languages Common, Jotuncommon, Jotunhaug
    Challenge 12

    Blunt Mind.
    If the hill giant takes Psychic damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

    Immutable Form.
    The hill giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The hill giant has advantage on saving throws against spells and other magical effects.

    Rune of Haug.
    The hill giant keeps a hill rune scribed on its clothes. As long as the giant has the hill rune, it can use Hill's Protection and Stone Bolas as legendary action. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new hill rune in a short or long rest.

    Actions

    Multiattack
    The hill giant makes up to two melee attack.

    Cheftain's Scepter.Melee Weapon Attack:
    +11 to hit, reach 10' , one target. Hit: 20 (3d8 + 7) Bludgeoning damage plus 7 (2d6) Force damage. This weapon is a +1 magic item.

    Stone Bolas.
    The hill giant generates several rocks linked with magical vines and throws them to a creature it can see within 60'. The target must succeed a DC 16 Dexterity saving throw or the stone bolas will attach on the target until the start of the hill giant's next turn. An attatched creature has its speed halfen and takes 18 (4d6+4) Bludgeoning damage at the start of its turn. On a succeed, the stone bolas vanishes into dust. A creature can be attatched by only one stone bolas.

    Runecutting Stomp.
    The hill giant is a caster with following spells. It uses Wisdom as casting ability (spell save DC 16). It casts spells by leaving rune marks on the ground which requires no component.
    at will: Druid Craft, Godberry (Creates melon-sized berries)
    1/day: Fog Cloud, Stone Shape

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Stone Bolas (Requires hill rune).
    The hill giant uses Stone Bolas.

    Hill's Protection (1/day, Requires hill rune).
    Each friendly giant within 60' radius around the hill giant gains 11 (2d10) temporary hit points until the end of its next turn. While a giant has any of these temporary hit points, it cannot be Charmed or Frightened, and has resistance to Psychic damage.

    Naturalheal (Costs 2 Actions, Requires standing on solid ground).
    The hill giant packs its wounds with nearby soil, dust, or water, turning it into a semblance of flesh. The hill giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Thunder damage until the beginning of its next turn.

    Lores:
    Arcana DC 10: All true giants are gifted with elemental magic based on their type. Even the most humble hill giant has abilities like turning into soft soil to heal themselves and generating vines from the ground.
    Arcana DC 15: Though runecrafting does not come easily to hill giants, some pursue mastery of it nevertheless, gaining the power to bending air and earth at their will. Such individuals are more likely to be considered as "funny people who deserves higher place in the orderning" by their fellows.
    History DC 15: Hill giants usually tend to control their mood and maintain good relationship with fey creatures like dryads and satyrs. For an unknown reason (probally due to all of them have innitial nature magic and hedonism life style), hill giants view such creatures as "smaller giants but still deserve respection".
    Nature DC 10: Though hill giants typically carry sacks of good throwing rocks if they expect conflict, they prefer to throw whatever comes to hand in their environment, due to their tendency to develop strong attachments to their throwing rocks, often naming each individually and telling stories featuring the rocks as characters.
    Nature DC 15: The only labor that hill giants are mandated is the gardens they take care of. With the help of their strenth and magic, vegetables and fruits can grow into enormous size. Sometimes, those plants will be handed down to humanoid society. Stories like bean stalk tall enough to reach the cloud palace or pumpkin coach given by fairy godmother are based on these plants.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Hill giants' mandate in the ordning is to pursue epicurean novelty and delight and share such experience with smaller folks. Those with the broadest experience and most refined palettes are considered repositories of divine wisdom.



    Spoiler: Stone Giants
    Show

    Stones are not dead. They live and breathe, grow and learn. To stone giants who know their language, who study their subtleties, the stones speak of all they have witnessed in eras long past, sharing freely of their wisdom and perspective. The creatures that reproduce and wither quickly across the surface like insects know nothing of the stones, however. They haven't the patience to listen, nor the knowledge to apprise, nor the wisdom to remain silent, so they live their pitiable life lack of meaning or purpose, incapable of grasping any truth but which violence teaches.
    Stone Giant
    Huge Giant, Neutral

    Armor Class 17 (Natural Armor)
    Hit Points 126 (11d12+55)
    Speed 40', burrow 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 14 (+2) 20 (+5) 11 (+0) 15 (+2) 9 (-1)

    Saving Throws Dex +5, Con +8, Wis +5

    Skills Athletics +12, History +3, Perception +5
    Senses Darkvision 60', Passive Perception 15
    Languages Jotuncommon, Jotunstein
    Challenge 7
    Immutable Form.
    The stone giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The stone giant has advantage on saving throws against spells and other magical effects.


    Stonebound.
    The stone giant can burrow through nonmagical, unworked earth and stone without disrupting the material it moves through and has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    Actions

    Multiattack
    The stone giant makes up to two melee attack.

    Sculpted Greatclub. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Bludgeoning damage.

    Rock. Ranged Weapon Attack:
    +9 to hit, range 30'/120'., one target. Hit: 28 (4d10 + 6) Bludgeoning damage. On a hit the target must succeed on a DC 17 Strength saving throw or be knocked prone.

    Rolling Crystal.
    The stone giant generates and sends a magical crystal tumbling forward in a 60' long, 5' wide line. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 22 (4d10) Radiant damage and be knocked prone, or take half as much damage on a success.

    Bonus Actions

    Stone Shape.
    The stone giant scoop and mold solid earth and stone with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Dustform (Recharge 5-6).
    The stone giant turns into a cloud of fine dust until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The stone giant can also enter and occupy the space of another creature under this status. When doing so, the target must succeed on a DC 16 Constitution saving throw or be Blinded until the end of its next turn.

    Stone Giant Runecraver
    Huge Giant, Neutral

    Armor Class 17 (Natural Armor)
    Hit Points 126 (11d12+55)
    Speed 40', burrow 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 14 (+2) 20 (+5) 15 (+2) 19 (+4) 10 (+0)

    Saving Throws Dex +5, Con +8, Wis +7

    Skills Arcana +5, Athletics +12, History +5, Perception +7
    Senses Darkvision 60', Passive Perception 17
    Languages Jotuncommon, Jotunstein, Primal
    Challenge 8
    Immutable Form.
    The stone giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The stone giant has advantage on saving throws against spells and other magical effects.


    Stonebound.
    The stone giant can burrow through nonmagical, unworked earth and stone without disrupting the material it moves through and has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

    Actions

    Multiattack
    The stone giant makes up to two ranged attack.

    Runescribed Warpick. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Piercing damage plus 7 (2d6) Radiant damage. On a hit, the target must succeed on a DC 15 Wisdom saving throw. On a failure, a rune appears on the skin of the target. The target can repeat this saving throw at the end of its turn and banish the rune on a succeed. Roll a d6 to judge which rune appears:
    1-2: Rune of Enemy. When the target takes Bludgeoning damage, all creatures within 5' radius around the target that is not giant take 11 (2d10) Radiant damage.
    3-4: Rune of Mountain. When the target stands on stone based ground, it feels the ground starts pulling it. The stone based ground becomes difficult terran for the target.
    5-6: Rune of Stone. When the target regains hitpoint, it partly turns into stone which makes it become Restrained until the end of its next turn.

    Rune Material. Ranged Weapon Attack:
    +9 to hit, range 30'/120'., one target. Hit: 17 (2d10 + 6) Bludgeoning damage.

    Bonus Actions

    Stone Shape.
    The stone giant scoop and mold solid earth and stone with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Dustform (Recharge 5-6).
    The stone giant turns into a cloud of fine dust until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The stone giant can also enter and occupy the space of another creature under this status. When doing so, the target must succeed on a DC 16 Constitution saving throw or be Blinded until the end of its next turn.

    Stone Giant Dreamwalker
    Huge Giant, Chaotic Neutral

    Armor Class 17 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 14 (+2) 20 (+5) 10 (+0) 8 (-1) 18 (+4)

    Saving Throws Dex +6, Con +9, Wis +3

    Skills Athletics +14, Perception +7
    Senses Darkvision 60', Passive Perception 17
    Languages A strange combination of Common, Jotuncommon and Jotunstein
    Challenge 10

    Dreamwalker's Fugue.
    The stone giant produces a strange aura around it. At the start of the stone giant's turn, each creature within 30' radius around it that is not giant must succeed on a DC 16 Wisdom saving throw. On a failure, the creature is Charmed by the giant. A Charmed creature can repeat the saving throw at the end of its turn, break free on a succeed. Creatures Charmed by this effect will suffer different effects, roll a d6 to judge what will happen:
    1-2: The target finds itself falls into an endless loop. It must repeat the same action each turn after it has been Charmed as long as it is Charmed.
    3: The target sees everything around itself blur and run together, flowing like oil before rapidly sharpening into new focus. All creatures are viewed as Invisible to the target and the target's speed is halfen as long as it is Charmed.
    4: The target finds its speech becomes reverted and meaningless. It can't chat with other creatures and automatically fails when casting any spell that requires Voice component as long as it is Charmed.
    5: The target sees its deepest nightmare. It is Frightened by the stone giant as long as it is Charmed.
    6: The target sees everything growing around itself as if they are becoming size suitable for a stone giant. It has disadvantage on Strenth or Dexterity checks and saving throws as long as it is Charmed.

    Immutable Form.
    The stone giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The stone giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The stone giant makes up to two melee attack, one of which can be replaced with its Flesh Warp.

    Unnatural Grasp. Melee Weapon Attack:
    +10 to hit, reach 10' , one target. Hit: 13 (3d4 + 6) Bludgeoning damage. On a hit, a Large or smaller target is Grappled (escape DC 18).

    Flesh Warp.
    The stone giant molds the flesh of a creature targeted by its Unnatural Grasp. The target ends up as the artistic form of itself.
    The target must succeed on a DC 16 Wisdom saving throw or take 33 (6d10) Psychic damage and be unable to do any action but moving around at a speed of 15' until it gets affected by a greater restoration spell or finishes a short or long rest at a point 30' or more far away from the stone giant. Creatures without flesh (Constructs, Elementals, Oozes and any creature with Incorporeal Movement) are immune to this effect.

    Reactions

    "I where now am!?".
    If the stone giant is targeted by a harmful spell of 3rd level or lower outside the area of the its Dreamwalker's Fugue. It can force the spell to turn into a harmless effect like a shower of petals.

    Stone Giant Elder Thane
    Huge Giant, any Alignment (usually Neutral Good or Lawful Neutral)

    Armor Class 17 (Natural Armor)
    Hit Points 230 (20d12+100)
    Speed 40', burrow 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 14 (+2) 20 (+5) 21 (+5) 19 (+4) 10 (+0)

    Saving Throws Dex +7, Con +10, Int +10, Wis +9
    Skills Arcane +10, Athletics +11, History +10, Perception +9
    Senses Darkvision 60', Passive Perception 19
    Languages Common, Jotuncommon, Jotunstein, Primal
    Challenge 15

    Immutable Form.
    The stone giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The stone giant has advantage on saving throws against spells and other magical effects.

    Master of Stone.
    The stone giant can burrow through nonmagical, unworked earth and stone without disrupting the material it moves through.
    What's more, with the course of an hour, the stone giant can sculpt a natural cavern into a beautiful tunnel that channels wind into marvelous and haunting melodies. Any creature who finishes a long rest in such cavern regains 20 additional hitpoint and has advantage on its next Intelligence or Wisdom check.

    Rune of Stein.
    The stone giant keeps a stone rune scribed on its headband. As long as the giant has the stone rune, it can use Prismatic Laser and Order of Artistic. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new stone rune in a short or long rest.

    Actions

    Multiattack
    The stone giant makes up to two melee attack.

    Prism Staff.Melee Weapon Attack:
    +12 to hit, reach 10' , one target. Hit: 17 (3d6+ 7) Bludgeoning damage plus 14 (4d6) Radiant damage. This weapon is a +1 magical item.

    Prismatic Laser (Requires stone rune).
    The stone giant focuses energy to its forehead and releases laser that covers a 30' cone infront of itself. All creatures within the area need to succeed a DC 18 Dexterity saving throw or be affected by the energy. Roll a d6 to judge what will happen:
    1: Blazing red laser. All creatures take 35 (10d6) Fire damage and gets Blinded until the end of the stone giant's next turn. On a succeed, the damage is halfen and the creature is not Blinded.
    2: Stopping yellow laser. All creatures take 35 (10d6) Force damage and gets Petrified until the end of the stone giant's next turn. On a succeed, the damage is halfen and the creature is not Petrified.
    3-4: Toxic green laser. All creatures take 35 (10d6) Poison damage and gets Poisoned until the end of the stone giant's next turn. On a succeed, the damage is halfen and the creature is not Poisoned.
    5-6: Freezing blue laser. All creatures take 35 (10d6) Cold damage and gets Restrained until the end of the stone giant's next turn. On a succeed, the damage is halfen and the creature is not Restrained.

    Rune Craft.
    The stone giant is a caster with following spells. It uses Intelligence as casting ability (spell save DC 18). It casts spells by molding stones into runes that it wants which requires no component.
    at will: Mending, Prestidigitation
    1/day: Telekinesis, Wall of Stone

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Stone Stride.
    The stone giant magically teleports with its equipments to an unoccupied point it can see within 30' around it. The department and the destination must be solid ground.

    Order of Artistic (1/day, Requires stone rune).
    Each friendly giant within 60' radius around the stone giant gains one full round to make a Perception (Wisdom) check and use Stone Shape or Dustform as if time halts for each creature other than the giants.

    Dustform (Costs 2 Actions).
    The stone giant turns into a cloud of fine dust until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The stone giant can also enter and occupy the space of another creature under this status. When doing so, the target must succeed on a DC 18 Constitution saving throw or be Blinded until the end of its next turn.

    Lores:
    Arcana DC 10: All stone giants have innitial geomancy, allowing them to swim through stone as though it was water or turn into floating dust clouds.
    Arcana DC 15: Nearly all stone giants have some innate talent for runecrafting, granting them an incredible mastery over stone in all of its forms. Some even have the power to transport through stones or bend the environment around themselves at will.
    History DC 15: Stone giants usually have a xenophobia tendency to other creatures, especially worms. Because they never stop and watch any of the giants' creation and destroy the finest mural and sculptures just for their hunger. On the contrary, oreads and gnomes are appreciated by the stone giants. They move through the ground with no harmful pace while knowing the value of artirism.
    Nature DC 10: Stone giants typically reside in ancient caverns meticulously carved of igneous rock, deep within the veins of the earth, though they may venture into the chaotic and discomfiting world closer to the surface if they have reason to do so.
    Nature DC 15: The surface world is considered incomprehensible to most stone giants, too chaotic to retain any sense of purpose or history, and is ventured into only in dire necessity. Stone giants forced to remain on the surface for extended time, either through exile or other misfortune, often go entirely mad, their innate magics are perverted to reflect the dreamscape they find themselves trapped in.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Stone giants are mandated by the ordning to reveal and reflect upon the beauty of the natural world, and to be voices of temperance against the blinding speed and incaution with which shorter lived beings conduct their fleeting lives.

    Last edited by amateur585; 2024-05-07 at 10:34 PM.

  3. - Top - End - #3
    Pixie in the Playground
    Join Date
    Feb 2024

    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Frost Giants
    Show

    There is a deep truth of the world known to those that walk the frozen wastes; ownership is not what you can take, but what you can keep others from taking. Deprivation looms always, and some frost giants ensure that such fate will not fall on the heads of the lesser beings who are not strong enough to fight for themsleves while others eager to join this bloody feast.
    Frost Giant
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 15 (Ice Armor)
    Hit Points 161 (14d12+70)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 8 (-1) 21 (+5) 9 (-1) 12 (+1) 13 (+1)

    Saving Throws Con +8, Wis +4, Cha +4

    Skills Athletics +12, Nature +2, Perception +4

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 14
    Languages Jotuncommon, Jotunise
    Challenge 8
    Amphibious.
    The frost giant can breathe air and water.

    Ice Walk.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The frost giant makes up to two melee attack, one of which can be replaced with Icy Grasp.

    Icy Battleaxe. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Slashing damage plus 7 (2d6) Cold damage.

    Snowball. Ranged Weapon Attack:
    +9 to hit, range 30'/120'., one target. Hit: 28 (4d10 + 6) Bludgeoning damage plus 7 (2d6) cold damage. Each other creature within 5' of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage.

    Icy Grasp.
    The frost giant can force a creature it can see within 15' around it to succeed on a DC 16 Constitution saving throw or have ice encrusts its body.
    While a creature is covered by ice, it is Restrained and takes 14 (4d6) cold damage at the start of its turn. It can repeat the saving throw at the end of its turn to turn back to normal. When taking any damage, the target breaks free without losing any hitpoint. Finishing a short or long rest in warm environment also end this effect.

    Bonus Actions

    Ice Shape.
    The frost giant scoop and mold ice and snow with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Cyroheal (Recharge 5-6, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Frost Giant Skald
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 17 (Runescribed Leather)
    Hit Points 161 (14d12+70)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 8 (-1) 21 (+5) 10 (+0) 14 (+2) 19 (+4)

    Saving Throws Con +9, Wis +6, Cha +8

    Skills Athletics +10, Perception +5, Performance +12

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 15
    Languages Common, Jotuncommon, Jotunise
    Challenge 10
    Amphibious.
    The frost giant can breathe air and water.

    Ice Walk.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The frost giant makes up to two melee attack, one of which it can replace with a use of its Odd to the Einherjar.

    Icy Warhorn. Melee Weapon Attack:
    +10 to hit, reach 10' , one target. Hit: 16 (3d6 + 6) Bludgeoning damage plus 7 (2d6) Cold damage.

    Freezing Ray. Ranged Spell Attack:
    +8 to hit, range 120'., one target. Hit: 36 (8d8) Cold damage. On a hit the target must succeed on a DC 16 Constitution saving throw or be Restrained until the end of the frost giant's next turn.

    Odd to the Einherjar.
    The frost giant declaims a verse of battle poetry, allowing up to two friendly giants within 30' that can hear it to use their reaction to make a melee weapon attack.

    Inspiring Prowess (Recharge 5-6).
    The frost giant shouts forth an ancient refrain, granting each creature within 60' that can hear the giant and understands Jotunise 10 temporary hit points. While a creature has any of these temporary hit points, its attacks score a critical on a 17-20.

    Bonus Actions

    Ice Shape.
    The frost giant scoop and mold ice and snow with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Cyroheal (Recharge 5-6, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Frosthunder Sounding (1/Day).
    When the frost giant is reduced below 80 hit points, it can sound its warhorn, releasing a blast of song in a 30' cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or take 27 (6d8) thunder damage, or half as much on a success.

    Frost Giant Ice Jarl
    Huge Giant, any Alignment (usually Neutral Good or Neutral Evil)

    Armor Class 18 (Runesribed Patchwork)
    Hit Points 276 (24d12+120)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    25 (+7) 12 (+1) 21 (+5) 11 (+0) 20 (+5) 17 (+3)

    Saving Throws Dex +6, Con +10, Wis +10, Cha +8
    Skills Athletics +12, Natrue +5, Perception +10, Persuation +8

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 20
    Languages Common, Jotuncommon, Jotunise, Primal
    Challenge 16
    Amphibious.
    The frost giant can breathe air and water.

    Ice Lord.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow. It can also climb any surface that is covered by ice and snow at its movement speed as if it is affected by spider climb spell.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Rune of Ise.
    The frost giant keeps a frost rune printed on itself as a tattoo. As long as the giant has the forst rune, it can use Control Water spell, Summon Blizzard and Ancestor Call. If the giant fails a saving throw, it can choose to succeed instead while the rune vanishes into rime. The giant can print a new frost rune in a short or long rest.

    Actions

    Multiattack
    The frost giant makes up to two melee attack.

    Icy Greataxe.Melee Weapon Attack:
    +13 to hit, reach 10' , one target. Hit: 27 (3d12+ 8) Slashing damage plus 14 (4d6) Cold damage. This weapon is a +1 magical item.

    Hurl Iceberg.Ranged Weapon Attack:
    +12 to hit, range 30'/120' , one target. Hit: 29 (4d10 + 7) bludgeoning plus 14 (4d6) cold damage. Each other creature within 5' of the target must succeed on a DC 20 Dexterity saving throw or take half the attack's damage.


    Summon Blizzard (Recharge 5-6, Requires forst rune).
    Swirling ice and snow descends in a 10' radius centered on a point the frrost giant can see within 60' for the next minute. The area is heavily obscured and any creature that starts its turn in the area or enters it for the first time on a turn takes 5 cold damage.

    Rune Craft.
    The frost giant is a caster with following spells. It uses Wisdom as casting ability (spell save DC 18). It casts spells by molding pieces of ice into runes that it wants which requires no component.
    at will: Guildance, Thaumaturgy
    1/day: Control Water (Requires frost rune), Hold Monster, Wind Wall

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Snowsight.
    The frost giant and all friendly creature it can see within 30' around it gains the ability to see unimpeded through fog and snow until the end of its next turn.

    Ancestor Call (1/day, Requires frost rune).
    The frost giant magically summons one of its ancestors' spirits with ice and rime as their vessles. A spectral frost giant appears and hovers for up to 1 hour in an unoccupied space that the frost giant can see within 50' around it. The spectral giant occupies that space.
    Any creature hostile to giants that moves to a space within 15' of the spectral giant for the first time on a turn must succeed on a DC 18 Dexterity saving throw. The creature takes 15 Cold damage plus 15 Thunder damage on a failed save, or half as much damage on a successful one. The spectral giant's body melts while the spirit within it instantally returns to the hall of Jotunheim when it has dealt a total of 120 damage or the frost giant uses this ability again.

    Cyroheal (Costs 2 Actions, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Lores:
    Arcana DC 10: Frost giants are capable of raising great fortifications of ice and snow with their innitial cyromancy, though such constructions are exceedingly temporary, especially when introduced to fire.
    Arcana DC 15: Frost giants are the only type of true giants who keep Bards to remind the glory of their ancestors. Such Bards are known for being able to inspire the determination of their kind.
    History DC 10: Frost giants respect individual combat prowess and mastery of improvised poetry and boasts above all else, even when such traits present in non-giantkin.
    Nature DC 10: Evil frost giants are infamous for attacking travelers under the cover of foul weather, with many claiming that their runes are able to conjure such blizzards, though others assert that they simply follow the storms opportunistically.
    Nature DC 15: The hatred towards heat stops frost giants from becoming blacksmith. As a result, frost giants mainly rely on their cyromancy to create tools, runes and weapons. Only on rare occations will a frost giant use metal like humanoids.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Frost giants are mandated by the ordning to protect the balance of the nature world. Their innitial talent to knowledge about nature and great strenth help them monitor the change of their home and hunt down dangerous monsters before they can threaten the entire area. However, some frost giants misinterpret their duty and view humanoid society as a threaten to take down, or more likely, simply forget their obligation and join the many pillagers of the Boreal environment.
    Religion DC 20: Although all giants have a certain degree of ancestor worshipment, frost giants are the most devout. Many frost giants believe that their spirit will rise into the hall of Jotunheim, a realm located in frostfell where frost giants get their final judgement by their ancestor to convine whether they can be one of the Einherjar or reincarnate into new giants by turning into mineral.



    Spoiler: Mercury Giants
    Show

    Imagine if the elven have spent countless ages within the deepest jungle and inner planes, where their arrogance and pride grow without the influnce of others, then you get an indistinct imagine about the mercury giants. Magic has two sides. It helps people but also brings conflicts and destruction. So are the mercury giants who have been divided into two major societies of benevolent scholars and vicious cultists.

    Mercury Giant
    Huge Giant, Lawful Good (50%) or Lawful Evil (50%)

    Armor Class 18 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 13 (+1)

    Saving Throws Con +9, Wis +6, Cha +5

    Skills Arcana +5, Perception +6, Stealth +7

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Common, Jotuncommon
    Challenge 9
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Actions

    Multiattack
    The mercury giant makes up to two melee attack.

    Force Fist. Melee Weapon Attack:
    +10 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Bludgeoning damage plus 7 (2d6) Force damage.

    Force Bullet. Ranged Weapon Attack:
    +10 to hit, range 30'/120'., one target. Hit: 28 (4d10 + 6) Force damage.

    Invisibility (Recharges after Short or Long Rest).
    The mercury giant magically turns invisible until it attacks, or uses any special ability, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the mercury giant wears or carries is invisible with it.

    Bonus Actions

    Mercuryheal (Recharge 5-6, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Mercury Giant Longstrider
    Huge Giant, Lawful Good (50%) or Lawful Evil (50%)

    Armor Class 16 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 19 (+4)

    Saving Throws Con +9, Wis +6, Cha +8

    Skills Arcana +7, Perception +6, Stealth +5

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Jotuncommon plus two addtional languages
    Challenge 10
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Actions

    Multiattack
    The mercury giant makes up to two ranged attack.

    Needle Teleport. Ranged Spell Attack:
    +8 to hit, range 120' , one target. Hit: 18 (4d6+4) Force damage. This attack has advantage on creatures that don't use nature armor.

    Change Place.
    The mercury giant chooses a creature it can see within 30' around itself. It magically changes place with the target along with its equipments. If the mercury giant or the target's space is not large enough to hold them both, this ability fails.

    Teleport (Recharge after a short or long rest).
    The mercury giant magically teleports with up to four creatures and its equipments to an unoccupied point it can see within 120' around it.

    Bonus Actions

    Mercuryheal (Recharge 5-6, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Mercury Giant Runebound Noble
    Huge Giant, any Alignment (usually Lawful Good or Lawful Evil)

    Armor Class 18 (Natural Armor)
    Hit Points 253 (22d12+110)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 16 (+3) 20 (+5) 21 (+5) 14 (+2) 16 (+3)

    Saving Throws Con +10, Int +10, Wis +7, Cha +8

    Skills Arcana +10, Perception +7, Stealth +8

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 17, Truesight 60'
    Languages Jotuncommon plus three additional languages
    Challenge 16
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Rune of Stig.
    The mercury giant keeps a light rune scribed on its amulet. As long as the giant has the light rune, it can use Blinding Presence and Arcana Blast. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new light rune in a short or long rest.

    Actions

    Multiattack
    The mercury giant makes up to three melee attack.

    Rune Rod. Melee Weapon Attack:
    +12 to hit, reach 10' , one target. Hit: 17 (3d6 + 7) Bludgeoning damage plus 11 (2d10) Force damage. This weapon is a +1 magic item.

    Arcane Dart. Ranged Spell Attack:
    +10 to hit, range 120' , one target. Hit: 44 (8d10) Cold, Fire or Lightning damage at the choice of the mercury giant. Each other creature within 5' of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage.

    Arcana Blast (Requires light rune).
    The mercury giant chooses a creature it can see within 120'. A flow of unstable arcane energy explodes below that target. The target must succeed a DC 18 Charisma saving throw. On a fail, it takes 33 (6d10) Force damage and have its mana flow unstable for the next 24 hours. When under this status, a creature must succeed a DC 16 ability check with its casting ability when it tries to cast a spell that requires Somatic component or wastes the spell on a fail. A humanoid creature reduced to 0 hit point under this status turns into a harmless object like vase or candelabra (viewed as Petrified). A remove curse, greater restoration or wish spell ends this effect and turns the transformed target back to normal with 1 hitpoint.

    Rune Craft.
    The mercury giant is a caster with following spells. It uses Intelligence as casting ability (spell save DC 18). It casts spells by molding pieces of wood into runes that it wants which requires no component.
    at will: Mage Hand, Prestidigitation
    3/day: Arcane Hand, Floating Disk

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Blinding Presence (Requires light rune).
    The mercury giant chooses a creature that is not giant it can see within 60' around it. The target must succeed on a DC 18 Constitution saving throw or be Blinded for 1 minute. At the start of its turn, the target can repeat the saving throw, return to normal on a success and become immune to the same effect for the next 24 hours.

    Telekinesis Remote.
    Arcane hand within 30' around the mercury giant that created by it use a reaction to make a melee weapon attack.

    Mercuryheal (Costs 2 Actions, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Lores:
    Arcana DC 10: Mercury giants are scholars and investigator who practically bleed arcane energy due to how often they expose themselves to it. They can also turn into raw force energy to heal themselves.
    Arcana DC 15: Sometimes, if a particularly skilled adventurer completes a deed from mercury giants, they will be rewarded with a runescribed item. Such items are said to have made peasants into riches and soldiers into unrivaled conquerors.
    History DC 10: Mercury giants occationally send out a exploration team to locate magical material and report the changes of outer world. Such teams are usually leaded by a master of teleport called longstrider.
    History DC 15: Mercury giants are sometimes blamed by other true giants for their creation of fomorian. Good mercury giants are said to search the way to save their cousins while evil ones kill any fomorian in their sight and deny their relationship with such monster.
    Nature DC 10: Mercury giants stay in the fortresses of the giant empires found in untouched jungles, studying the secrets of magic and arcana. They have little better to do than engaging in their studies, crafting runes, and practicing their telekinesis power.
    Nature DC 15: Mercury giants' ability to integrated their shard form back arouse the interest of many arcana scholars. However, none of them have managed to reproduce such process.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Mercury giants' mandate in the orderning is to collect and manage the world's magical material and judge whether other creatures are deserved to use such valuable resource.

    Fomorian (fallen mercury giantkin)
    Huge Giant, Chaotic Evil

    Armor Class 15 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 10 (+0) 20 (+5) 5 (-3) 14 (+2) 6 (-2)

    Saving Throws Con +8, Wis +5, Cha +1

    Skills Perception +8, Stealth +3

    Damage Resistances Poison, Psychic
    Senses Darkvision 60', Passive Perception 18
    Languages Jotuncommon
    Challenge 8
    Contortionist.
    The fomorian has advantage on Stealth (Dexterity) checks. It can also pass through any space that allows a Large creature to pass through.

    Corrupted Form.
    The fomorian can't change its form or appearance by any spell or effect. If it fails a saving throw against such effect, it will be Paralyzed until the end of its next turn due to sever pain runs through its body.

    Magic Resistance.
    The fomorian has advantage on saving throws against spells and other magical effects, except for illusion spells casted by a good creature.

    Actions

    Multiattack
    The fomorian makes up to two melee attack, one of which can be replaced with Evil Eye.

    Slam. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Bludgeoning damage.

    Evil Eye.
    The fomorian chooses a creature it can see within 120' around it. The creature must succeed a DC 16 Charisma check or take 33 (6d10) Psychic damage. On a succeed, the damage is halfen.

    Fomorian's Curse (Recharge after finishing a short or long rest)
    The fomorian chooses a creature it can see within 120' around it. The creature must succeed a DC 16 Charisma check or being affected by Fomorian's curse. When being cursed, the target has its speed halfen and can't cast any spell that requires Somatic component while its body is morphed into a pile of shapeless flesh. The cursed creature can repeat the saving throw after finishing a short or long rest, turn back to normal on a succeed. A remove curse, greater restoration or wish spell also ends this effect. Constructs, Elementals, Oozes and Undeads are unaffected by this effect.

    Bonus Actions

    Bite.
    The fomorian makes a bite attack against a creature that has been cursed by it. This is a melee weapon attack with +9 to hit, reaches 10' and deals 19 (3d8 + 6) Piecering damage. On a hit, the fomorian consumes some of the mutated blood and magically regains 30 hit points.

    Lores about Fomorians and their curse:
    Fomorians are the corrupted cousins of mercury giants. It is said that long ago a group of evil mercury giants wanted to grow their number rapidly in order to compete with the dragons. Under the help of Unseelie Court, these giants captured 1001 fairy prince and princess and used a darkart to drain their life force and then putted them into the elemental mineral that giants use to reproduce. The spirits of the victims made a horrible curse to the mercury giants which result in their descendants inside the mineral mutated and collapsed into twisted mockery. Those giantkins were soon abandoned by their creators into the underdark and became a new type of creature known as "Fomorians" through influnce from the magic energy flowing through their home. Some true giants, especially good mercury giants, view fomorians as pitiable cousins who fall victim to the wild ambition of others. Fomorians however, only see other giants as food resources as they do to any other creature.
    The body mutation prevents fomorians from using elemental magic like their cousins, but gives them a more horrible weapon--Fomorian's Curse. Any creature who has been stared by a fomorian will be influnce by the similiar curse affecting the monster. The victims will be engulfed by the abomination that drives these folks mad while their body melt into a pile of flesh for the fomorian to consume.

    Last edited by amateur585; 2024-05-10 at 09:19 AM.

  4. - Top - End - #4
    Pixie in the Playground
    Join Date
    Feb 2024

    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Cloud Giants
    Show

    The clouds impart a sort of perspective, there at the top of the world. Looking down at all of creation, one contemplates what is truly valuable in life, what is precious, and each time they look, cloud giants see the fundamental principle of their creation reflected: There are always more miners than gems.

    Cloud Giant
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 16 (Runescribed Tunic)
    Hit Points 150 (12d12+72)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    27 (+8) 12 (+1) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

    Saving Throws Con +10, Wis +7, Cha +7

    Skills Insight +7, Perception +7, Persuation +7

    Damage Resistances Thunder
    Senses Darkvision 60', Passive Perception 17
    Languages Common, Jotuncommon, Jotunskye
    Challenge 10
    Child of Sky.
    The cloud giant can leave a visible path of solid clouds that lasts for a minute when it moves on its turn, allowing it to walk or jump on low air. It also has advantage on Perception (Wisdom) checks made to detect creature in open air environment.

    Immutable Form.
    The cloud giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The cloud giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The cloud giant makes up to two melee attack.

    Wind Slam. Melee Weapon Attack:
    +12 to hit, reach 10' , one target. Hit: 21 (3d8 + 8) Bludgeoning damage.

    Hurl Soild Cloud. Ranged Weapon Attack:
    +12 to hit, range 30'/120'., one target. Hit: 30 (4d10 + 8) Bludgeoning damage.

    Crushing Gale.
    The cloud giant magically generates wind, turns a Large or smaller creature it can see within 60' around it upside down and shakes it vigorously, forcing it to succeed on a DC 18 Constitution saving throw or take 18 (4d8) Thunder damage, or half as much on a success. On a fail, the target drops any money or items it is carrying but not wielding.

    Bonus Actions

    Dispel Cloud.
    The cloud giant snaps its fingers with all its summoned solid cloud disappear, except the one that it is standing on.

    Gaseous Form (Recharge 5-6).
    The cloud giant turns into gaseous form until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The cloud giant can also enter and occupy the space of another creature under this status. When doing so, the target will be Heavily Obscured.

    Cloud Giant Highland Architect
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 16 (Runescribed Tunic)
    Hit Points 161 (14d12+84)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    27 (+8) 12 (+1) 22 (+6) 18 (+4) 16 (+3) 17 (+3)

    Saving Throws Con +10, Wis +7, Cha +7

    Skills Arcana +8, Insight +7, Perception +7, Persuation +7

    Damage Resistances Thunder
    Senses Darkvision 60', Passive Perception 17
    Languages Common, Jotuncommon, Jotunskye
    Challenge 12
    Child of Sky.
    The cloud giant can leave a visible path of solid clouds that lasts for a minute when it moves on its turn, allowing it to walk or jump on low air. It also has advantage on Perception (Wisdom) checks made to detect creature in open air environment.

    Immutable Form.
    The cloud giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The cloud giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The cloud giant makes up to two Cloud Block attack, one of which can be replaced with a Solid Fog.

    Cloud Block.
    The cloud giant condenses air into a 5' wide solid block in an unoccupied space it can see within 60'. The creature directly beneath it must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) Bludgeoning damage plus 18 (4d8) Thunder damage, or move to the nearest unoccupied space to avoid the damage on a success.

    Solid Fog.
    The cloud giant creates a wall of solid fog on a solid surface it can see within 60' of it. The wall is 20' wide, 20' tall, and 1' thick (AC 5, 20 HP, vulnerability to Thunder damage).
    When the wall appears, each creature in its space is pushed to a side of its choice. When passing the wall, it must succeed on a DC 16 Strenth check or be pushed back. Giants can pass through the wall without any check.

    Cloud Pillar Stomp (Recharge 5-6).
    The giant stomps, sending a blast of wind and vapor bursting up from the ground in a 30' cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or take 33 (6d10) thunder damage and rise 10' into the air.

    Bonus Actions

    Dispel Cloud.
    The cloud giant snaps its fingers with all its summoned solid cloud disappear, except the one that it is standing on.

    Gaseous Form (Recharge 5-6).
    The cloud giant turns into gaseous form until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The cloud giant can also enter and occupy the space of another creature under this status. When doing so, the target will be Heavily Obscured.

    Cloud Giant Destiny Gambler
    Huge Giant, any Alignment (usually Neutral Good or Neutral Evil)

    Armor Class 18 (Runescribed Armor)
    Hit Points 275 (22d12+132)
    Speed 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    27 (+8) 12 (+1) 22 (+6) 18 (+4) 16 (+3) 22 (+6)

    Saving Throws Con +12, Int +10, Wis +9, Cha +12

    Skills Arcana +10, Insight +9, Perception +9, Persuation +12

    Damage Resistances Thunder
    Senses Darkvision 60', Passive Perception 19
    Languages Common, Jotuncommon, Jotunskye, Primal
    Challenge 17
    Immutable Form.
    The cloud giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The cloud giant has advantage on saving throws against spells and other magical effects.

    Master of Sky.
    The cloud giant can leave a visible path of solid clouds that lasts for a minute when it moves on its turn, allowing it to walk or jump on low air. It also has advantage on Perception (Wisdom) checks made to detect creature in open air environment.

    Rune of Skye.
    The cloud giant keeps a cloud rune scribed on its mask. As long as the giant has the cloud rune, it can use Mask Changing and Control Weather spell. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new cloud rune in a short or long rest.

    Actions

    Multiattack
    The cloud giant makes up to two melee attack and uses Mask Changing.

    Perfect Spear. Melee or Ranged Weapon Attack:
    +15 to hit, reach 10' or range 40/120 ft , one target. Hit: 21 (3d8 + 9) Piercing damage plus 14 (4d6) Thunder damage. This weapon is a +1 magic item. After the cloud giant finishing a ranged attack with the spear, it automatically returns to the hands of the cloud giant.

    Mask Changing (Requires cloud rune).
    The cloud giant's mask changes, granting it one of the following magical effects until the end of its next turn.
    Glee. :The cloud giant gains advantage on Charisma checks.
    Angry. :The cloud giant's melee attacks have advantage.
    Sad. :The cloud giant gains advantage on Wisdom checks. If the cloud giant would take half damage due to succeeding on a saving throw, it instead takes no damage.
    Joyful. :If a nagative effect that can be ended with a succeed rethrow currently affecting a creature the cloud giant can see within 60', the cloud giant instantally moves this effect.
    Disgust. :The cloud giant doubles its movement speed and has advantage on Dexterity saving throws.

    Runefog Vortex.
    The cloud giant is a caster with following spells. It uses Charisma as casting ability (spell save DC 20). It casts spells by leaving rune marks with solid cloud which requires no component.
    at will: Fog Cloud, Minor illusion, Prestidigitation
    1/day: Control Weather (Requires cloud rune), Dream (as an action), Major Image

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Dispel Cloud.
    The cloud giant snaps its fingers with all its summoned solid cloud disappear, except the one that it is standing on.

    Destiny Gamble (Costs 2 Actions).
    One creature the cloud giant can see within 60' must succeed on a Charisma saving throw against the cloud giant's Charisma check. On a fail, it have half the items and currency it is carrying teleported up to 180' in a direction of the cloud giant's choice. This effect affects even currency carried in extradimensional spaces, such as a Bag of Holding.

    Gaseous Form (Costs 2 Actions).
    The cloud giant turns into gaseous form until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The cloud giant can also enter and occupy the space of another creature under this status. When doing so, the target will be Heavily Obscured.

    Lores:
    Arcana DC 10: Among the most impressive feats of cloud giants is their arialmancy to impose a wide range of physical and magical properties on even very fluid substances, such as air and cloud, something usually considered beyond the capabilities of mortal beings' transmutation magics.
    Arcana DC 15: Cloud giants are capable of shockingly delicate and precise runecrafting. However, their legends and sagas never praise the creation of runes, but how ancient cloud giants gambled with otherworldly lords and won powers from them. Treasures like a feather from a solar angel that flashes at night or a teeth knocked from a demonlord that seeks for blood are believed to enriched the gamblers' vault and brought them to the top of their era.
    History DC 10: Cloud giants are famous or infamous for asking for tributes from humanoids living below them. They have two reasons for such behavior. First, the exsitance of a giant can drive dangerous monsters such as manticores and wyverns away. Second, cloud giants believe they still have rights over their ancient realms, which means humanoids should pay tributes for the giants' tolerance towards them. As a reward, good cloud giants will help control the weather and share their food with their small neibours if an unavoidable starvation occurs.
    History DC 15: Instead of skills, cloud giants judge their place by the wealth they gain. While other giants polish their knowledge, experince and talent day by day, cloud giants follow the simple rule of "the more you gain means the more efforts you made". Cloud giants gain their wealth mainly by making trades between humanoids, feys and elemental creatures. All of them are born as charming merchants with precise intuition. Some cloud giants also gamble to get fast money.
    History DC 20: The creation of a cloud palace is an exhausting process performed over the course of a year by at least six cloud giants working under the direction of a highland architect. During the process, seven single pebbles are inscribed with hundreds of interlocking runes by the giants. Once a suitable cloud is found, the pebbles are placed somewhere within it, gradually fortifying the cloud. After the process, the runes lose their power while the cloud is permanently changed into a floating island for giants to live on.
    Nature DC 10: Cloud giants are able to solidify the air beneath their feet, producing an effect much like skiming as they run and leap through low air.
    Nature DC 15: Cloud giants mainly live on palaces located on floating islands. With the protection of special rune, such sanctuaries remain a climate weather. Cloud giants sometimes also hire hill giants as their gardeners. With the labor of both folks, drought and pests never treaten their gardens.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Cloud giants are mandated by the ordning to maintain stewardship of the world's wealth, to relieve it from the hands of the undeserving and safeguard it against those that would use it for wrong purpose.



    Spoiler: Fire Giants
    Show

    Fire giants suffer neither weakness nor dullness. In their fortresses built around oceans of rock and sand they forge themselves and their material, crafting works of great mechanical intricacy and breath-takingly delicate rune magic. This is often not a pragmatic exercise, however, but one of worship, as it is their place in the great ordning to emulate the exquisite craftsmanship and martial prowess of their earliest forebears.
    Fire Giant
    Huge Giant, Lawful Neutral

    Armor Class 18 (Fullplate)
    Hit Points 162 (13d12+78)
    Speed 30', fly 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    25 (+7) 10 (+0) 23 (+6) 14 (+2) 15 (+2) 13 (+1)

    Saving Throws Dex +4, Con +10, Wis +6

    Skills Arcana +6, Athletics +11, Perception +6

    Damage Immunities Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Common, Jotuncommon, Jotunild
    Challenge 10
    Flaming Flight.
    By generating hot air from its knees and feet, the fire giant can fly on low air.

    Immutable Form.
    The fire giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The fire giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The fire giant makes up to two melee attack.

    Burning Greatsword. Melee Weapon Attack:
    +11 to hit, reach 10' , one target. Hit: 28 (6d6 + 7) Slashing damage plus 7 (2d6) Fire damage.

    Hurl Flame. Ranged Spell Attack:
    +10 to hit, range 120', one target. Hit: 14 (4d6) Bludgeoning damage plus 21 (6d6) Fire damage. If the target is a flamable object, it starts burning.

    Flaming Smite.
    The fire giant smashes its greatsword down, striking a 15' long, 5' wide line. Each creature in the area must make a DC 18 Dexterity saving throw or take 28 (6d6 + 7) Slashing damage plus 7 (2d6) Fire damage and be knocked prone and pushed 5' backwards.

    Bonus Actions

    Create Obsidian.
    The fire giant can spawn obsidian with any shape. It usually use this ability to generate a greatsword if the original one is lost.

    Smoke Form (Recharge 5-6).
    The fire giant turns into a cloud of hot ash until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The fire giant can also enter and occupy the space of another creature under this status. When doing so, the target will take 5 Fire damage at the end of its turn.

    Fire Giant Flare Dancer
    Huge Giant, Lawful Neutral

    Armor Class 18 (Natural Armor)
    Hit Points 162 (13d12+78)
    Speed 50', fly 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    25 (+7) 16 (+3) 23 (+6) 11 (+0) 15 (+2) 19 (+4)

    Saving Throws Dex +7, Con +10, Wis +6

    Skills Athletics +11, Perception +6, Peformance +12

    Damage Immunities Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Common, Jotuncommon, Jotunildj
    Challenge 12
    Flaming Flight.
    By generating hot air from its knees and feet, the fire giant can fly on low air.

    Immutable Form.
    The fire giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The fire giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The fire giant makes up to two melee attack.

    Scimitar. Melee Weapon Attack:
    +11 to hit, reach 10' , one target. Hit: 17 (3d6 + 7) Slashing damage plus 7 (2d6) Fire damage.

    Hurl Flame. Ranged Spell Attack:
    +10 to hit, range 120', one target. Hit: 14 (4d6) Bludgeoning damage plus 21 (6d6) Fire damage. If the target is a flamable object, it starts burning.

    Burning Charge.
    The fire giant flies up to 40' in a straight line and can move through the space of any creature smaller than Huge. Each creature whose space the fire giant enters with this movement must succeed on a DC 19 Strength saving throw or take 18 (4d8) Fire damage and be pushed ahead of the fire giant for the rest of this movement. A creature that fails this saving throw by 5 or more is stunned until the end of its next turn and takes an additional 13 (3d8) Fire damage.

    Bonus Actions

    Create Obsidian.
    The fire giant can spawn obsidian with any shape. It usually use this ability to generate a scimitar if the original one is lost.

    Smoke Form (Recharge 5-6).
    The fire giant turns into a cloud of hot ash until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The fire giant can also enter and occupy the space of another creature under this status. When doing so, the target will take 5 Fire damage at the end of its turn.

    Reactions

    Obsidian Shield (3 recharges, recharge after short or long rest).
    If an ally the fire giant can see within 15' is targeted by a range attack or a spell, the fire giant summons an obsidian shield to parry for them. The attacker must succeed a DC 15 ability check with Strenth or its casting ability or the attack will be wasted.

    Fire Giant Forge Master
    Huge Giant, any Alignment (usually Lawful Neutral or Lawful Evil)

    Armor Class 18 (Runescribed Armor)
    Hit Points 275 (22d12+132)
    Speed 40', fly 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    27 (+8) 12 (+1) 23 (+6) 18 (+4) 21 (+5) 15 (+2)

    Saving Throws Dex +7, Con +12, Int +10, Wis +11

    Skills Arcana +10, Athletics +14, History +10, Perception +11

    Damage Immunities Fire
    Senses Darkvision 60', Passive Perception 21
    Languages Common, Jotuncommon, Jotunild, Primal
    Challenge 17
    Flaming Flight.
    By generating hot air from its knees and feet, the fire giant can fly on low air.

    Immutable Form.
    The fire giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The fire giant has advantage on saving throws against spells and other magical effects.

    Rune of Ild.
    The fire giant keeps a fire rune scribed on its gloves. As long as the giant has the fire rune, it can use Awaken Constructs and Hearthflames. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new fire rune in a short or long rest.

    Actions

    Multiattack
    The fire giant makes up to two melee attack.

    Molten Maul. Melee Weapon Attack:
    +15 to hit, reach 10' , one target. Hit: 30 (6d6 + 9) Bludgeoning damage plus 14 (4d6) Fire damage. This weapon is a +1 magic item.

    Hurl Magma. Ranged Spell Attack:
    +11 to hit, range 120'., one target. Hit: 22 (4d10) Bludgeoning plus 33 (6d10) Fire damage. If the target is a flamable object, it starts burning.

    Awaken Constructs (Recharge 5-6, Requires fire rune).
    The fire giant kneels and grips the earth, magically turning them into magma and molding them into 1d4 constructs. These constructs use the stats of Helmed Horror except being Large, having +10 to hit and dealing 2d8 damage with longsword. The construct crumples into useless dust if its hitpoint reaches 0, the fire giant is defeated or the fire giant uses this ability again.

    Rune Craft.
    The fire giant is a caster with following spells. It uses Wisdom as casting ability (spell save DC 19). It casts spells by molding pieces of metal into runes that it wants which requires no component.
    at will: Mage Hand, Prestidigitation
    1/day: Commune, Hold Monster, Wall of Fire

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Hearthflames (1/day, Requires fire rune).
    Dancing flames whirl around the fire giant, causing it and any other creature within 30' that is resistant or immune to fire damage to gain 20 temporary hit points.While a creature other than the forge master itself has any of these temporary hit points, it can spend those hitpoint to succeed a failed saving throw.

    Flameburst Leap.
    The fire giant leaps up to 20' propelled by a geyser of flame. A creature that hits the fire giant with an attack of opportunity provoked by this movement takes 11 (2d10) fire damage.

    Smoke Form (Costs 2 Actions).
    The fire giant turns into a cloud of hot ash until the end of its next turn. It can't use any action but fly up to 30' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The fire giant can also enter and occupy the space of another creature under this status. When doing so, the target will take 5 Fire damage at the end of its turn.

    Lores:
    Arcana DC 10: Fire giants are masters of pyromancy. All of them can hurl fireballs or turn into tumbling smoke cloud at will.
    Arcana DC 15: Fire giant runecrafters, who are adepts even at the standard of giants, learn through careful dedication to wield magics of elemental flame. They are also fond of the art of mechanics and constructs which means they are both engineers and casters of the giant society.
    History DC 10: The magic items that fire giants created are usually viewed as miracles by the standard of humanoid. An automatic servant, a magical carpet that flies or a special ring that can commune with ancestors are just a tip of iceburg comparing to the giants' craftmanship. Many adventurers seek to find one of the secret fortresses of fire giants to get such treasure, but fire giants are usually not welcoming to humanoids.
    History DC 15: Fire giants are the most rigid among all true giants. But ironically, they are also the most tolerated towards different skills. You can't tell which is better between mechanical and magical ones, artistic and pratical ones or conservative and creation. So fire giants choose to accept them all and let their leader to judge which giant is more skillful and deserves higher place. One of the samples is the flare dancers, who have no talent in traditional crafts but combine artirism with martial art. They are still rewarded with high position in their society due to the encouragement and protection they provided.
    History DC 20: Many legends tell about how ancient giants travel through realms and dimensions with the airships built by fire giants. Sadly, no evidence shows that mordern fire giants have the knowledge to build such miracle.
    Nature DC 10: Fire giants can generate hot air beneath their feet to fly on low air. This is an important ability to avoid sinking into quicksand of their desert home.
    Nature DC 15: Fire giants ordinarily make their settlements deep inside deserts or near volcano craters, both to facilitate certain religious ceremonies and to heat their great forges. They have a special kind of rune that can solidfy sand or soil into rocks they used to build their forge and fortress. These manufactural rocks turn into exciting orange if something is heated nearby. Many fire giants view this as a glory of their craftmanship.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Fire giants' duty according to the orderning is to craft items for all giants. Within fire giant society, craftmanship and mechanical expertise is considered a sure sign of moral rectitude. Even those of non-giant heritage can be afforded a degree of recognition and respect for particularly fine work, though few craftsmen among the smallfolk can match the standards of a fire giant.

    Last edited by amateur585; 2024-05-10 at 07:46 AM.

  5. - Top - End - #5
    Pixie in the Playground
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    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Storm Giants
    Show

    Ranked first among the ordning, storm giants stand astride the world, guiding the fates of lesser beings in their quest to restore a true and lasting order to the world. In the solitude of deep ocean strongholds and vine-covered castles, storm giants meditate upon their future course, preparing for the moments of critical intervention their path will require of them.
    Storm Giant
    Huge Giant, Lawful Good (50%) or Lawful Evil (50%)

    Armor Class 16 (Runescribed Robe)
    Hit Points 184 (16d12+80)
    Speed 40', swim 40', fly 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    29 (+9) 14 (+2) 20 (+5) 15 (+2) 18 (+4) 16 (+3)

    Saving Throws Dex +6, Con +9, Wis +8, Cha +7

    Skills Arcana +6, History +6, Investigation +10, Perception +8

    Damage Immunities Lightning, Thunder
    Senses Darkvision 60', Passive Perception 18
    Languages Common, Jotuncommon, Jotunuvar
    Challenge 11
    Immutable Form.
    The storm giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The storm giant has advantage on saving throws against spells and other magical effects.

    Quicksilver Power.
    The storm giant can breathe air and water. It can also "swim" through low air by controling electric flows around itself.

    Shifting Omen.
    The storm giant relies on analysis to guide its action. This trait makes it vulnerable to rapid strikes. If a creature makes an attack without moving, it has advantage on the attack throw.

    Actions

    Multiattack
    The storm giant makes up to two melee attack.

    Water Blade. Melee Weapon Attack:
    +13 to hit, reach 10' , one target. Hit: 28 (3d12 + 9) Slashing damage plus 7 (2d6) Lightning damage.

    Water Dart. Ranged Weapon Attack:
    +13 to hit, range 30'/120', one target. Hit: 21 (6d6) Piercing damage plus 21 (6d6) Lightning damage. This attack deals double damage to objects.

    Water Jet.
    A flow of quicksilver tears forth from the giant, forcing each creature within 30' to succeed on a DC 22 Strength saving throw or be pushed 15' away and knocked prone. A creature that fails this save by 5 or more is blown an additional 15' away.

    Lightning Strike (Recharge 5–6).
    The storm giant calls down a magical lightning bolt in a 30' radius centered on a point it can see within 240'. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage, or half as much on a success.

    Bonus Actions

    Generate Weapon.
    The storm giant can create any weapon from its semi-liquid body. If the storm giant drops the weapon, it turns back into liquid and mergies into the storm giant's body.

    Liquid Form (Recharge 5-6).
    The storm giant turns into a pile of liquid until the end of its next turn. It can't use any action but move or swim up to 50' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The storm giant can also enter and occupy the space of another creature under this status. When doing so, the target will take 5 Lightning damage at the end of its turn.

    Storm Giant Tempest Caller
    Huge Giant, any Alignment (usually Lawful Good or Lawful Evil)

    Armor Class 18 (Runescribed Armor)
    Hit Points 299 (26d12+130)
    Speed 40', swim 40', fly 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    29 (+9) 14 (+2) 20 (+5) 21 (+5) 18 (+4) 24 (+7)

    Saving Throws Dex +8, Con +11, Wis +10, Cha +13

    Skills Arcana +11, History +11, Investigation +11, Perception +10

    Damage Immunities Lightning, Thunder
    Senses Darkvision 60', Passive Perception 20
    Languages Common, Jotuncommon, Jotunuvar, Primal
    Challenge 18
    Immutable Form.
    The storm giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The storm giant has advantage on saving throws against spells and other magical effects.

    Quicksilver Power.
    The storm giant can breathe air and water. It can also "swim" through low air by controling electric flows around itself.

    Shifting Omen.
    The storm giant relies on analysis to guide its action. This trait makes it vulnerable to rapid strikes. If a creature makes an attack without moving, it has advantage on the attack throw.

    Rune of Uvar.
    The storm giant keeps a storm rune scribed on a crystal ball and jewel it on its crown. As long as the giant has the storm rune, it can use Flash Sight, Tempest Call and Scrying spell. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can recharge the storm rune in a short or long rest.

    Actions

    Multiattack
    The storm giant makes up to two melee attack.

    Tempest Greatsword. Melee Weapon Attack:
    +16 to hit, reach 10' , one target. Hit: 31 (6d6 + 10) Slashing damage plus 14 (4d6) Lightning damage and 7 (2d6) Thunder damage. This weapon is a +1 magic item.

    Lightning Barrage. Ranged Spell Attack:
    +13 to hit, range 120', up to three targets. Hit: 39(5d12+7)Lightning damage.

    Tempest Call (Requires storm rune).
    The storm giant magically creates an elemental vortex which covers a 30' radius centered on it. Each creature within the range other than the giant must succeed a DC 21 Dexterity saving throw or take 44 (8d10) damage. On a succeed, the damage is halfen. The damage type can be Cold (blizzard), Fire (drought), Lightning (storm) or Thunder (hurrican) at the storm giant's choice.

    Runecraft.
    The storm giant is a caster with following spells. It uses Charisma as casting ability (spell save DC 21). It casts spells by shaping water into runes which requires no component.
    at will: Detect Good or Evil, Detect Magic, Mage Hand, Prestidigitation
    1/day: Creation (With water), Hold Monster, Legend Lore, Scrying (Requires storm rune), Wall of Wind

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Hurl Bolts.
    The storm giant hurls a lightning bolt to a point it can see within 120'. The bolt has 30 hitpoint and AC 10 with immunity to Lightning, Poison, Psychic and Thunder damage. If a creature starts its turn within 20' around the bolt, it takes 45 (10d8) Lightning damage.

    Flash Sight (Requires storm rune).
    The storm giant sees a series of immediate future. When a creature the storm giant can see within 60' makes an attack roll or skill check, the storm giant can cause a minor unpredictable event to intercede, imposing the storm giant's choice of advantage or disadvantage on the roll. This legendary action can be used during the target's turn instead of at the end of the target's turn.

    Liquid Form (Costs 2 Actions).
    The storm giant turns into a pile of liquid until the end of its next turn. It can't use any action but move or swim up to 50' and can regrow any lost limbs under this status. It has resistance to nonmagical damage and can pass through small holes under this status. The storm giant can also enter and occupy the space of another creature under this status. When doing so, the target will take 5 Lightning damage at the end of its turn.

    Lores:
    Arcana DC 10: Storm giants are powered with innitial silvermancy, one of the strongest forms of giant magic which allows them to control over lightning and liquid.
    Arcana DC 15: One of the knowledge storm giant inherited from the ancient giant empire is the ability to create crystal crown. This magic item allows the user to see directly into the future, which further powers the storm giant's prediction.
    History DC 10: After the fallen of the giant empire, giant have forgotten most of their culture. Only storm giants keep most memory and eager to reunion true giants into a whole force. Storm giants believe that giants are just fallen into a temporary low ebb. All they need to do is to protect as much the ancient knowledge as possible to make the future giants rebuild their civilization easier.
    History DC 15: Storm giants are the only kind of true giant who don't care about their place in the orderning. Only when two storm giants find different omens will they check each other's research and judge who belongs to a higher position. Such judgement usually lasts for monthes. Sometimes storm giants will hire adventurers to check the phenomenon and brings some evidence back. Although storm giants usually give rich rewards collected from the whole giant society to the adventurers, such tasks can be very dangerous due to the extrem environment the andventurer are sent into and the possible monsters on the path.
    History DC 20: Good storm giants view the pride and ignorance towards other folks as one of the reasons that giant empire fallen. As a result, they have found Stewards of Jotun to help and protect smaller folks. This organization accept non-evil giants from every subtype and show equal to any folks. The stewards make pledge of "with great power comes great responsibility". They must listen to the voice of smaller folk and offer their helping hands towards them.
    Nature DC 10: Storm giants all possess an innate talent for analyzing the condition around them, able to detect and interpret connections between seemingly unrelated things to predict the near future. As powerful as this skill is, however, storm giants are known to overrely on it, leaving them unprepared to deal with rapid, impulsive action.
    Nature DC 15: Although being apathic outside, storm giants acctually enjoy meeting with each other and other true giants. To protect their privacy or the safety of smaller folks, such visit only occurs in the edge of the mortal world (usually the extrem environment that giants call home or conflexes linked to the inner planes). This makes many people misunderstand storm giants and view them as living sacred ones who have no emotion.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Storm giants are the acctual rulers of ancient giant empire due to their knowledge and analyzing power. Such features combining with the power of a true giant make some smaller folks nowadays worship storm giants as celestials.

    Last edited by amateur585; 2024-05-07 at 10:35 PM.

  6. - Top - End - #6
    Colossus in the Playground
     
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    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Better Formatting
    Show
    [SIZE=5][B][FONT=Book Antiqua][COLOR=#B22222]Monster Name[/COLOR][/FONT][/B][/SIZE]
    [I]Size Type, Alignment[/I]
    [HR][/HR][B][FONT=Book Antiqua][COLOR=#B22222]Armor Class[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Hit Points[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Speed[/COLOR][/FONT][/B]
    [HR][/HR][table="width: 500"]
    [tr]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Strength[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Dexterity[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Constitution[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Intelligence[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Wisdom[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Charisma[/COLOR][/FONT][/B][/td]
    [/tr]
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    [td][/td]
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    [/tr]
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    [HR][/HR][B][FONT=Book Antiqua][COLOR=#B22222]Saving Throws[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Skills[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Damage Resistances[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Damage Immunities[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Condition Immunities[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Senses[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Languages[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Challenge[/COLOR][/FONT][/B]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Trait[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Action 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Action 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Action 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Action 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Reactions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Reaction 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Reaction 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Legendary Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][MONSTER NAME] can take X legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. [MONSTER NAME] regains spent legendary actions at the start of their turn.

    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 1.[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 2.[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 3.[/COLOR][/FONT][/B]


    Copy-paste the entire contents of the spoiler. That should let you get the formatting without the Quote tags.

    Now, looking at the giants themselves... I'm not gonna go over the nitty-gritty numbers for now, but I do have a question!
    Immutable Form... What do you mean by "Existence" in this context?
    I have a LOT of Homebrew!

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  7. - Top - End - #7
    Pixie in the Playground
    Join Date
    Feb 2024

    Default Re: Bigby doesn't present - Call of the Orderning

    Quote Originally Posted by JNAProductions View Post
    Spoiler: Better Formatting
    Show
    [SIZE=5][B][FONT=Book Antiqua][COLOR=#B22222]Monster Name[/COLOR][/FONT][/B][/SIZE]
    [I]Size Type, Alignment[/I]
    [HR][/HR][B][FONT=Book Antiqua][COLOR=#B22222]Armor Class[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Hit Points[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Speed[/COLOR][/FONT][/B]
    [HR][/HR][table="width: 500"]
    [tr]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Strength[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Dexterity[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Constitution[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Intelligence[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Wisdom[/COLOR][/FONT][/B][/td]
    [td][B][FONT=Book Antiqua][COLOR=#B22222]Charisma[/COLOR][/FONT][/B][/td]
    [/tr]
    [tr]
    [td][/td]
    [td][/td]
    [td][/td]
    [td][/td]
    [td][/td]
    [td][/td]
    [/tr]
    [/table]
    [HR][/HR][B][FONT=Book Antiqua][COLOR=#B22222]Saving Throws[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Skills[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Damage Resistances[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Damage Immunities[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Condition Immunities[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Senses[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Languages[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Challenge[/COLOR][/FONT][/B]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Trait[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Action 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Action 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Action 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Bonus Action 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Reactions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][I][B][FONT=Book Antiqua][COLOR=#B22222]Reaction 1[/COLOR][/FONT][/B][/I]

    [I][B][FONT=Book Antiqua][COLOR=#B22222]Reaction 2[/COLOR][/FONT][/B][/I]

    [SIZE=4][B][FONT=Book Antiqua][COLOR=#B22222]Legendary Actions[/COLOR][/FONT][/B][/SIZE]
    [HR][/HR][MONSTER NAME] can take X legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. [MONSTER NAME] regains spent legendary actions at the start of their turn.

    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 1.[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 2.[/COLOR][/FONT][/B]
    [B][FONT=Book Antiqua][COLOR=#B22222]Legendary Action 3.[/COLOR][/FONT][/B]


    Copy-paste the entire contents of the spoiler. That should let you get the formatting without the Quote tags.

    Now, looking at the giants themselves... I'm not gonna go over the nitty-gritty numbers for now, but I do have a question!
    Immutable Form... What do you mean by "Existence" in this context?

    Thanks for your advice on format. I'm really not familiar with this system.
    Now talk about your question. Some effects like banishment will alter the "Existance" of the target. In Baldur Gate Ⅲ, monsters with Immutable Form (such as flesh golem) have resistance or immunity to such effect while the original MM doesn't emphasize it. Since these giant monsters are somehow similiar to golems due to their reproducing process, it is reasonable that they have such immunity.
    After all, thanks for the visit.

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