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Fire Giant

Fire Giant Huge giant, lawful evil 9 5 xp

  • Armor class 18 (plate)
  • Hit points 162 (13d12 + 78)
  • Speed 30 ft
  • STR 25 (+7)
  • DEX 9 (-1)
  • CON 23 (+6)
  • INT 10 (0)
  • WIS 14 (+2)
  • CHA 13 (+1)

Save Throws: Dex +3, Con +10, Cha +5

Skills: Athletics +11, Perception +6

Damage Immunities: fire

Senses: passive Perception 16

Languages: Giant

Challenge: 9 (5 xp)

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Cloud Giant

Cloud Giant Huge giant, neutral good (50%) or neutral evil (50%) 9 5 xp

  • Armor class 14 (natural armor)
  • Hit points 200 (16d12 + 96)
  • Speed 40 ft
  • STR 27 (+8)
  • DEX 10 (0)
  • CON 22 (+6)
  • INT 12 (+1)
  • WIS 16 (+3)
  • CHA 16 (+3)

Save Throws: Con +9, Wis +7, Cha +7

Skills: Insight +7, Perception +7

Senses: passive Perception 17

Languages: Common, Giant

Challenge: 9 (5 xp)

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis
1/day each: control weather, gaseous form

Actions

Multiattack. The giant makes two morningstar attacks.

Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Storm Giant

Storm Giant Huge giant, chaotic good 13 10 xp

  • Armor class 16 (scale mail)
  • Hit points 230 (20d12 + 100)
  • Speed 50 ft, swim 50 ft
  • STR 29 (+9)
  • DEX 14 (+2)
  • CON 20 (+5)
  • INT 16 (+3)
  • WIS 18 (+4)
  • CHA 18 (+4)

Save Throws: Str +14, Con +10, Wis +9, Cha +9

Skills: Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances: cold

Damage Immunities: lightning, thunder

Senses: passive Perception 19

Languages: Common, Giant

Challenge: 13 (10 xp)

Amphibious. The giant can breathe air and water.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing

Actions

Multiattack. The giant makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on failed save, or half as much damage on a successful one.

Stone Giant

Stone Giant Huge giant, neutral 7 2 xp

  • Armor class 17 (natural armor)
  • Hit points 126 (11d12 + 55)
  • Speed 40 ft
  • STR 23 (+6)
  • DEX 15 (+2)
  • CON 20 (+5)
  • INT 10 (0)
  • WIS 12 (+1)
  • CHA 9 (-1)

Save Throws: Dex +5, Con +8, Wis +4

Skills: Athletics +12, Perception +4

Senses: darkvision 60 ft., passive perception 14

Languages: Giant

Challenge: 7 (2 xp)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions

Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.


REACTIONS

Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Hill Giant

Hill Giant Huge giant, chaotic evil 5 1 xp

  • Armor class 13 (natural armor)
  • Hit points 105 (10d12 + 40)
  • Speed 40 ft
  • STR 21 (+5)
  • DEX 8 (-1)
  • CON 19 (+4)
  • INT 5 (-3)
  • WIS 9 (-1)
  • CHA 6 (-2)

Skills: Perception +2

Senses: passive Perception 12

Languages: Giant

Challenge: 5 (1 xp)

Actions

Multiattack. The giant makes two great club attacks

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

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Frost Giant

Frost Giant Huge giant, neutral evil 8 3 xp

  • Armor class 15 (patchwork armor)
  • Hit points 128 (12d12 + 60)
  • Speed 40ft
  • STR 23 (+6)
  • DEX 9 (-1)
  • CON 21 (+5)
  • INT 9 (-1)
  • WIS 10 (0)
  • CHA 12 (+1)

Save Throws: Con +8, Wis +3, Cha +4

Skills: Athletics +9, Perception +3

Damage Immunities: cold

Senses: passive Perception 13

Languages: Giant

Challenge: 8 (3 xp)

Actions

Multiattack. The giant makes two greataxe attacks.

Greataxe. Mele Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.