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Crush Them Underfoot

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Crush Them Underfoot

Monsters, Spells and Items for the Giant Empires for Planegea. Created by Dan Gable.

Footfalls that shake the ground are no In this supplement for the Star-Shaman’s Song of
stranger to the common folk of Planegea. Planegea, we focus on some unexplored aspects of
the Giant Empires. A selection of giants and giant-
But some steps come with greater
sized beasts hailing from each Empire are
coordination and more sinister intent than presented in our Monsters section, showing how a
others. When boulders fly through the air, Planegean giant campaign might present itself.
crashing through villages and clanfires Also included here are some variant rules that
alike, little folk know to scatter, for the make it even easier to stomp on particularly
bothersome characters.
giants have come to capture their thralls...
combination of fiery slashes and piercing strikes.
Flame-Weavers are revered warriors among the

Monsters fire giants, and frequently hold positions of status


and leadership, often as the lieutenants of
What follows in this section are descriptions for warchiefs and the bodyguards of royalty.
each of the monsters detailed in this supplement,
and then stat blocks for the corresponding
Cloud Giant Gale-Dancer
creatures.
Combining capriciousness and viciousness, the
Gale-Dancer is an elite warrior of the Air Empire.
Descriptions Trained in fleetness, spell, and glaive, the Gale-
Dancer controls the flow of battle with superior
Stone Giant Deft-Thrower reach and debilitating wind magic, capable of
All stone giants possess an innate grace and moving foes with strong air currents and cutting
athleticism, but among them are those who them down from beyond the reach of any
elevate these inborn traits into an art form, rivaled retaliation. The Gale-Dancers are the guards of the
by few. These giants are known as Deft-Throwers. Air Empress’s court, and it is rumored that the
Capable of hurling boulders with great speed and queen’s handmaidens are the deadliest among
awesome accuracy, these giants can also imbue them.
such missiles with their innate stone magic, or
crush a boulder to pieces and hurl it like Storm Giant Sky-Spear
scattershot. This heightening of skill through The Sky-Spears of the Sea Empire are as to the
practice or talent is a respected thing among the greatest archers and javelin-throwers of the
stone giants, and Deft-Throwers are treated akin Brother Clans. At a distance, the Sky-Spears hurl
to skilled sculptors and builders; practitioners of a precise bolts of piercing lightning and call down
craft well worth pursuing. volleys of hundreds of lightning bolts. In melee,
the Sky-Spears bring to bear great hammers
Frost Giant Winter-Bringer imbued with storm magic. Preferring to remain far
Among the Frost Giants are those who more fully out of melee reach, Sky-Spears find vantage points
realize their connections to the frozen elements where they can see for long distances, and from
which they frequent. Capable of seizing control of those points, put their superlative accuracy and
the elemental power which flows in their blood, precision on full display.
Winter-Bringers develop an array of frost-related
abilities, which they use to aid their axe-wielding Fortress Scorpion
kin while remaining out of the reach of danger. A veritable living fortification, the Fortress
The awakening of this magical power is venerated Scorpion is protected by a stone-like carapace,
among the frost giants, and Winter-Bringers often from which it gained its namesake. Native to the
fill a shamanic position within frost giant hills and mountains of the Stone Empire’s
communities. territories, the Fortress Scorpion lurks against
rock formations, spending much of its time at rest.
Fire Giant Flame-Weaver When doing so, its curled-up form resembles a
Molten blood runs within Fire Giant veins, and the boulder or outcropping of rock, making it difficult
Flame-Weaver has learned to channel that fiery to pick out from among the terrain. Though
power into searing martial techniques. Armed somewhat lumbering and a bit slow-moving for its
with a burning whip and a stone trident, the size, the Fortress Scorpion’s claws and stinger
Flame-Weaver sunders the battlegrounds with have deceptive speed when it is roused to hunt or
fissures of fire, overwhelms its enemies with fight, and it can rapidly dismember most any
choking smoke, and carves through them with a
creature which becomes caught in its crushing threatened. Native to the Scattersea, but able to
grasp. venture out as far as the Brinewaste, Azure Oxen
have bright blue short fur, appearing like an ox
Bristling Greatboar from the front with electric blue horns and
sparking hooves, while their back half ends in
A terror springing from the sorcerous rituals of
scales and a whipping, flippered electric tail. While
the Fire Empire, the Bristling Greatboar was first
the Azure Ox is more at home underwater, it is
created through giantish magic. From the moment
just as dangerous and useful on land, trampling
it reaches full size, the Bristling Greatboar is a
hooves and horns making quick work of whatever
vicious ball of power, pain, and rage. Its
is in its way.
musculature nearly pushes its own hide to the
The Ox will prefer to charge in straight lines past
tearing point, inflicting agony upon the creature.
or through its enemies, keeping close to any storm
Razor-sharp spines of bone sprout from its back
giants nearby as much as possible. When
and sides, and with a flex of muscle, the boar can
encountered alone, Azure Oxen are gentle,
cause these spines to stand straight against its
responding well to being approached calmly, but
body, or even fling them off of its body in clusters,
quick to enrage when snuck up on and panicked
like spears. A Bristling Greatboar’s only
from fast movements.
distraction from its constant pain is the pleasure
of eating, and so the boar makes little distinction
in what it chooses to eat, be it living or dead, or big
or small.

Ribboned Stinger
Appearing as a large, jellyfish-like creature that
drifts upon the eddying winds of the Air Waste,
the true horror of the Ribboned Stinger only
becomes apparent when its translucent
membrane draws back to reveal sinuous tendrils
armed with stinging suction cups and blade-like
protrusions of bone and keratin. The Ribboned
Stinger seldom strikes unless it needs to feed,
preferring to drift amidst scattered clouds, its
outer folds of flesh changing color with a water-
like fluidity to remain hidden in the open sky.
When it does feed, the Ribboned Stinger waits for
its prey to draw close before ambushing them
with a blistering combination of wind magic,
psionic attacks, and vicious physical force. During
battle against persistent opponents, or when the
Ribboned Stinger needs to flee, it creates clouds of
noxious ink, using the obscurement to hide its
movements while it tries to gain the upper hand
or make a covered escape.

Azure Ox
Storm Giants use these massive creatures as
beasts of burden, but small folk learn quickly to
never underestimate an Azure Ox when it’s
Stone Giant Deft-Thrower Shard Shot. The giant throws a fistful of stone
fragments in a 60-foot line that is 10 feet wide.
Each creature in the line must make a DC 17
Huge Giant, Typically Neutral
Dexterity saving throw, taking 3d6 bludgeoning
Armor Class 18 (natural armor)
damage and 3d6 piercing damage on a failure, or
Hit Points 161 (14d12 + 70)
half as much on a success. A creature that fails its
Speed 40 ft.
saving throw suffers disadvantage on attack rolls
and cannot Dash or Dodge until the end of its next
STR DEX CON INT WIS CHA
turn.
24 (+7) 16 (+3) 20 (+5) 10 (0) 14 (+2) 10 (0)
Saving Throws Dex +7, Con +9, Wis +6 Bonus Action
Skills Athletics +15, Perception +10
Senses Darkvision 60 ft., Passive Perception 20
Languages Giant Resonant Stone. As part of a Rock attack, the
Challenge 9 (5,000 XP) giant can imbue the missile with a thunderous
charge. Hit or miss, the stone explodes in a 15-foot
Stone Camouflage. The giant has advantage on sphere, centered on the target.
Dexterity (Stealth) checks made to hide in rocky Each creature in the sphere, including the target,
terrain. must make a DC 17 Constitution saving throw,
taking 3d8 thunder damage on a failure, or half as
Graceful Athleticism. The giant adds its Strength much on a success. A creature that fails its saving
and Dexterity modifier to the damage of its Rock throw is pushed up to 15 feet away from the
attacks. center of the sphere.

Thrown Prowess (4/Day). Immediately after Reactions


making a Rock attack or using Shard Shot or
Resonant Stone, the giant can roll a d10 and add Return Rock. If a rock or similar object is hurled
the number rolled to the attack roll or subtract the at the giant, the giant can catch the missile, taking
number rolled from one creature’s saving throw no bludgeoning damage from it. It can then use the
against the giant’s Rock, Shard Shot, or Resonant missile to make a Rock attack as part of the same
Stone features. reaction.

Actions

Multiattack. The giant makes two Greatclub or


two Rock attacks. It can use Shard Shot in place of
one attack.

Greatclub. Melee Weapon Attack: +11 to hit,


reach 15 ft., one target. Hit: 20 (3d8 + 7)
bludgeoning damage. If the target is prone, it takes
an extra 9 (2d8) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range


250 ft., one target. Hit: 31 (6d6 + 10) bludgeoning
damage. If the target is a creature, it must succeed
on a DC 17 Strength saving throw or be knocked
prone.
Frost Giant Winter-Bringer is aware of within 60 feet. The target must
succeed on a DC 18 Wisdom saving throw or be
cursed for 1 hour. A cursed creature suffers
Huge giant, Typically Neutral Evil
disadvantage on Constitution saving throws and a
Armor Class 17 (natural armor)
10-foot penalty to its speed. For the first minute
Hit Points 175 (14d12 + 84)
that it is cursed, a creature takes 6 (1d12) cold
Speed 40 ft.
damage at the start of each of its turns. This curse
also ends if the creature takes 10 or more fire
STR DEX CON INT WIS CHA
damage at once, or is subject to the effects of a
22 (+6) 10 (0) 21 (+5) 12 (+1) 14 (+2) 17 (+3) Remove Curse or Greater Restoration spell.
Saving Throws Con +9, Wis +6, Cha +7
Skills Athletics +14, Nature +5, Perception +10
Bonus Action
Damage Immunities cold
Senses Darkvision 60 ft., Passive Perception 20
Languages Giant Frozen in Place. When the giant deals cold
Challenge 10 (5,900 XP) damage to a creature using an attack or saving
throw effect, it can immediately cause ice to
Spellcasting. The giant’s innate spellcasting rapidly form around the creature, threatening to
ability is Strength (save DC 18). It can innately trap it in place. The target must succeed on a DC
cast the following spells, which are cast at a 18 Strength saving throw or take 9 (2d8) piercing
minimum of 3rd level, requiring no material damage and 9 (2d8) cold damage and become
components: Restrained until the end of the giant’s next turn, at
At will: Ice Knife, Binding Ice, Sleet Storm which point the ice disappears.
3/day each: Ice Storm (5th-level), Cone of Cold
1/day each: Freezing Sphere, Wall of Ice Ice Magic. The giant uses its Innate Spellcasting to
cast a spell of 3rd-level or lower.
Actions
Reactions
Multiattack. The frost giant makes two attacks. It
can use Ice Blast or Curse of Frost in place of any Cold Aegis. In response to taking damage, the
attack. giant wreaths itself in a barrier of ice. It gains 15
temporary hit points, which disappear at the start
Winter Spear. Ranged Spell Attack: +10 to hit, of its next turn. If these temporary hit points are
range 150 ft., one target. Hit: 15 (2d8+ 6) piercing reduced to 0 as a result of taking damage before
damage plus 9 (2d8) cold damage, and the target’s then, each creature of the giant’s choice within 10
speed is halved until the end of its next turn. feet of it takes 9 (2d8) piercing damage and 9
(2d8) cold damage.
Coldstaff. Melee Weapon Attack: +10 to hit, reach
15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning
damage plus 10 (3d6) cold damage.

Ice Blast. The giant unleashes a blast of frost in a


30-foot cone. Each creature in the cone must make
a DC 18 Constitution saving throw, taking 18
(4d8) cold damage on a failure, or half as much on
a success. A creature that fails its saving throw
falls prone and drops one object it is holding.

Curse of Frost. The giant chooses one creature it


Fire Giant Flame-Weaver 9 (2d8) piercing damage and the giant can throw
it up to 30 feet in a horizontal direction of its
choice.
Huge giant, Typically Lawful Evil
Armor Class 18 (plate armor)
Flaming Fissures. The giant strikes the ground,
Hit Points 175 (14d12 + 91)
creating two fissures of flame. Each fissure forms a
Speed 30 ft.
100-foot line that is 5 feet wide. Each creature in a
line must make a DC 20 Dexterity saving throw.
STR DEX CON INT WIS CHA
On a failure, a creature takes 17 (5d6)
25 (+7) 10 (0) 22 (+6) 12 (+1) 14 (+2) 14 (+2) bludgeoning damage and 17 (5d6) fire damage
Saving Throws Dex +3, Con +10, Cha +5 and is thrown 30 feet into the air, falling at the
Skills Athletics +15, Perception +10
start of its next turn. On a success, the creature
Damage Immunities fire
Senses Darkvision 60 ft., Passive Perception 20 takes half as much damage and moves into the
Languages Giant closest unoccupied space that is not in the line.
Challenge 12 (8,400 XP)
Ashen Spout. The giant blows a spout of burning
Blazing Armor. A creature that touches the giant
ash in a 30-foot cone. Each creature in the cone
or hits it with a melee attack while within 5 feet of
must make a DC 20 Constitution saving throw,
it takes 7 (2d6) damage. If the giant targets its
taking 13 (3d8) fire damage and 13 (3d8) poison
own armor with Superheat Stone, this damage
damage on a failure, or half as much on a success.
increases to 14 (4d6) until the start of the giant’s
A creature that fails its saving throw is Blinded
next turn, in place of the action’s normal effects.
until it uses an action to clear the ash out of its
eyes.
Everburning Flame. When the giant hits a
creature with an attack or a creature fails against
Bonus Actions
a saving throw effect originating from the giant, it
bursts into flame. Until someone uses an action to
Superheat Stone. The giant casts Heat Stone at
extinguish the burning creature, it takes 2 (1d4)
5th-level (DC 20).
fire damage at the end of each of its turns. If a
burning creature is subject to Everburning Flame
Reactions
again, the fire damage increases by 2 (1d4), to a
maximum of 15 (6d4).
Lava Cloak. In response to being hit by a creature
it can see within 60 feet, the giant halves the
Actions
damage it takes from the attack, and unleashes a
molten blast in a 60-foot line that is 5 feet wide,
Multiattack. The giant makes two attacks. It can
which must include the attacker in it. A creature in
replace one attack with a use of Flaming Fissures
the line must make a DC 20 Dexterity saving
or Ashen Spout.
throw, taking 16 (3d10) fire damage on a failure,
or half as much on a success. A creature that fails
Flaming Whip. Melee Weapon Attack: +12 to hit,
its saving throw is Restrained by cooling rock until
reach 20 ft., one target that is 10 or more feet
the end of its next turn.
away. Hit: 18 (3d6 + 8) slashing damage plus 14
(3d6) fire damage, and the target is knocked
Prone.

Trident. Melee Weapon Attack: +12 to hit, reach


10 ft., one target. Hit: 21 (3d8 + 8) piercing
damage. If the target is in the air, it takes an extra
Cloud Giant Gale-Dancer or half as much on a success. A creature that fails
its saving throw is pushed up to 30 feet away from
the center of the sphere and knocked prone.
Huge Giant, Typically Neutral Good or Neutral Evil
Armor Class 20 (floating-stone dance) Turbulent Dance. Until the start of its next turn,
Hit Points 237 (19d12 + 114) the giant gains the benefits of the Dodge and
Speed 50 ft. Disengage actions and the Freedom of Movement
spell.

STR DEX CON INT WIS CHA Bonus Actions


27 (+8) 12 (+1) 22 (+6) 12 (+1) 16 (+3) 18 (+4)
Saving Throws Con +11, Wis +8, Cha +9 Wind Anchor. Tethering winds surround one
Skills Athletics +13, Insight +8, Perception +8 creature the giant can see within 60 feet. The
Senses Darkvision 60 ft., Passive Perception 18 target must succeed on a DC 21 Strength saving
Languages Common, Giant throw or be subject to one of the following effects
Challenge 14 (11,500 XP) (giant chooses):
Floating-Stone Dance. While it does not wear - Thrust. While the creature moves towards the
armor, the giant’s AC is calculated as 10 + its giant, it spends 10 feet of movement and takes 4
Constitution modifier + its Charisma modifier. (1d8) bludgeoning damage for every 5 feet
traveled.
Fog Sight. The giant’s sight is not obscured by fog,
smoke, or similar phenomena. - Drag. While the creature moves away from the
giant, it spends 10 feet of movement and takes 4
Keen Smell. The giant has advantage on Wisdom
(1d8) bludgeoning damage for every 5 feet
(Perception) checks that rely on smell.
traveled.
Innate Spellcasting. The giant's innate
An affected creature can repeat the saving throw
spellcasting ability is Charisma. It can innately cast
at the end of each of its turns, ending the effect on
the following spells:
a success.
At will: detect magic, fog cloud, light
3/day each: feather fall, fly, misty step, telekinesis Cloud Step. The giant teleports, along with any
1/day each: control weather, gaseous form equipment it is wearing or carrying, up to 60 feet
to an unoccupied space it can see.
Actions
Reactions
Multiattack. The giant makes two attacks and
uses Gale Blast or Turbulent Dance.
Spirit Away. When the giant takes damage from a
Glaive. Melee Weapon Attack: +13 to hit, reach 15 creature it can see within 60 feet, it can force the
ft., one target, or two targets within 5 feet of each creature to make a DC 21 Charisma saving throw.
other. Hit: 24 (3d10 + 8) slashing damage, and a
On a failure, the creature is teleported into an
blast of wind moves the target up to 10 feet in a
horizontal direction of the giant’s choice. unoccupied space the giant can see within 120
feet.
Wind Slash. Ranged Weapon Attack: +13 to hit,
range 90 ft., one target. Hit: 22 (4d6 + 8) slashing
damage, and until the end of the target’s next turn,
it has disadvantage on ability checks and saving
throws that use Strength or Dexterity.

Gale Blast. The giant produces a blast of wind in a


15-foot-radius sphere, centered on a point it can
see within 90 feet. Each creature in the sphere
must make a DC 21 Constitution saving throw,
taking 28 (8d6) bludgeoning damage on a failure,
Storm Giant Sky-Spear Storming Volley. The giant chooses a point it can
see within 600 feet, and a rain of lightning bolts
crashes down in a 20-foot-radius, 500-foot-tall
Huge giant, Typically Chaotic Neutral
cylinder centered on that point. Each creature in
Armor Class 17 (splint armor)
the cylinder must make a DC 22 Dexterity saving
Hit Points 253 (22d12 + 110)
throw, taking 28 (8d6) piercing damage plus 28
Speed 50 ft., swim 50 ft.
(8d6) lightning damage on a failure, or half as
much on a success.
STR DEX CON INT WIS CHA
A creature that fails its saving throw is knocked
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4) Prone and Restrained by crackling bolts of
Saving Throws Str +14, Con +10, Wis +9, Cha +9 lightning, which fizzle out at the end of its next
Skills Arcana +8, Athletics +14, History +8,
turn, freeing it.
Perception +9
Damage Resistances Cold
Damage Immunities Lightning, Thunder Bonus Action
Senses passive Perception 19
Languages Common, Giant Expansion / Contraction Arc. When the giant
Challenge 15 (13,000 XP) hits a creature with a Thunder Hammer or
Amphibious. The giant can breathe air and water. Lightning Spear attack, it can immediately cause a
fork of lightning to leap towards another creature
Innate Spellcasting. The giant’s innate within 30 feet of the original target. The creature
spellcasting ability is Charisma (spell save DC 17). must make a DC 22 Dexterity saving throw, taking
It can innately cast the following spells: 18 (4d8) lightning damage, or half as much on a
At Will: Detect Magic, Feather Fall, Levitate, Light success. A creature that fails its saving throw is
3/Day Each: Control Weather, Water Breathing subject to one of the following effects:

Winged Hubris. The giant has advantage on - Expansion. The creature is pushed up to
attacks against a creature held aloft by its fly 30 feet away from the original target.
speed.
- Contraction. The creature is pulled up to
Action 30 feet towards the original target.

Multiattack. The giant makes two attacks. Fury of the Storm (1/Day). When the giant hits a
creature with a Lightning Spear attack, it can turn
Thunder Hammer. Melee Weapon Attack: +14 to the hit into a critical hit.
hit, reach 10 ft., one target. Hit: 28 (3d12 + 9)
bludgeoning damage. Hit or miss, a wave of Reaction
thunderous force emanates from the hammer,
replicating the effects of a 3rd-level Thunderwave Lightning Tether. When the giant takes damage
spell (save DC 22) centered on the target. from a creature within 30 feet of it, a tether of
lightning arcs off its body and connects to the
Lightning Spear. Ranged Spell Attack: +14 to hit, creature. The creature takes 10 (3d6) lightning
range 600 ft., one target. Hit: 25 (4d6 + 9) piercing damage when the tether appears, and takes this
damage plus 25 (4d6 + 9) lightning damage, and damage again whenever it damages the giant
the target’s speed is reduced by 20 feet until the while the tether persists, which lasts until the
end of its next turn. creature is more than 30 feet away from the giant
at any time.
Fortress Scorpion and the target must make a DC 17 Constitution
saving throw, taking 22 (4d10) poison damage on
a failure, or half as much on a success. A creature
Huge Monstrosity, Unaligned
that fails its saving throw is Poisoned for 1 minute.
Armor Class 18 (natural armor)
A creature poisoned in this way takes 11 (2d10)
Hit Points 105 (14d8 + 42)
poison damage at the start of each of its turns.
Speed 30 ft.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,


STR DEX CON INT WIS CHA
one target. Hit: 15 (3d6 + 5) bludgeoning damage,
21 (+5) 7 (-2) 18 (+4) 3 (-4) 12 (+1) 6 (-2) and the target is Grappled (escape DC 12). The
Saving Throws Dex +3, Wis +6 scorpion has two claws, each of which can grapple
Skills Stealth +6 only one target.
Senses Blindsight 60 ft., Passive Perception 11
Language –
Challenge 10 (5,000 XP) Claw Slam. The scorpion slams creatures
grappled by it into each other or a solid surface.
Fortress Carapace. The scorpion is encased in a Each creature must make a DC 17 Constitution
thick carapace that protects it from harm. When saving throw, taking 22 (5d6 + 5) bludgeoning
the scorpion takes damage other than poison or damage on a failure, or half as much on a success.
psychic while this carapace remains intact, the A creature that fails its saving throw is Stunned
amount of damage it receives is reduced by 12 until the end of the scorpion’s next turn.
(minimum 0).
The carapace counts as an object that can be Bonus Action
damaged and destroyed. It has AC 18, 80 hit
points, and resistance to all damage types except Toxify Terrain. The scorpion stings a point on the
acid and thunder, to which it has vulnerability. If it ground within 10 feet that it can see, causing the
is forced to make a saving throw, treat its ability ground to bubble and churn with venom in a 10-
scores as 10 (+0). If a creature creates an area foot square. The area remains toxic for 1 minute.
effect that would force both the scorpion and its While toxic, the area is difficult terrain, and a
carapace to make a saving throw, the creature creature is Poisoned while it remains in the area.
chooses which is affected (scorpion or carapace),
instead of both. Harden Armor. The scorpion magically hardens
When the carapace is reduced to 0 hit points, it is its armor. Until the end of its next turn, the
destroyed, and the scorpion’s Fortress Carapace scorpion has a +3 bonus to its AC, the damage
feature ceases functioning for 30 days. reduction of Fortress Carapace increases by 6, and
its movement speed is reduced to 10 feet. The
Badlands Blending. While it remains motionless scorpion’s Fortress Carapace feature must be
with its limbs folded, the scorpion appears as a functioning.
boulder or section of crag. A creature can discern
the scorpion’s true nature with a successful DC 20 Reactions
Wisdom (Perception) check.
Crush Response. When the scorpion takes
Actions damage, it makes a Claw attack against one
creature Grappled by it.
Multiattack. The scorpion makes two Claw
attacks and a Sting attack.

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft.,


one target. Hit: 16 (2d10 + 5) piercing damage,
Bristling Greatboar Any creature can take an action to stanch the
wound with a successful DC 15 Wisdom
(Medicine) check. The wound also closes if the
Huge Monstrosity, Unaligned
target regains 10 or more hit points at once from
Armor Class 18 (natural armor)
magical healing.
Hit Points 180 (19d10 + 76)
Speed 40 ft.
Spikes. Melee Weapon Attack: +11 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) piercing damage,
STR DEX CON INT WIS CHA
and the spike breaks off, becoming embedded in
23 (+6) 16 (+3) 20 (+5) 10 (0) 14 (+2) 10 (0) the target, up to a maximum of 3 spikes. For each
spike embedded in a target, it takes 3 (1d6)
Saving Throws Con +10, Wis +7 piercing damage whenever it moves, makes an
Skills Athletics +16 attack, or casts a spell. Someone can remove a
Senses Passive Perception 12 spike from a creature by using an action or bonus
Challenge 13 (5,000 XP) action.

Bristling Hide. The boar’s hide is covered in Body Slam. The boar chooses one creature it can
bristling spike-like spines. Whenever a creature see within 5 feet of it. The target must make a DC
touches the boar or hits it with a melee attack 19 Strength saving throw, taking 8 (1d4 + 6)
while within 5 feet of it, the creature takes 7 (3d4) bludgeoning damage plus 8 (1d4 + 6) piercing
piercing damage. damage on a failure, or half as much on a success.
A creature that fails its saving throw is pushed up
Cornered Animal. While the boar is missing at to 20 feet away, where it lands Prone.
least half of its hit points, its speed increases by 20
feet, it gains a +2 bonus to its AC, and it has Bonus Action
advantage on attack rolls.
Spine Spray. The boar releases a spray of spines
Hard to Kill (5/Day). When the boar takes in two opposite-facing 30-foot cones. Each
damage that would reduce it to 0 hit points, it is creature in a cone must make a DC 19 Dexterity
reduced to 1 hit point, instead. The boar cannot saving throw, taking 15 (6d4) piercing damage on
use this feature against critical hits. a failure, or half as much on a success. Three
spikes become embedded in a creature that fails
Actions its saving throw, and one spike becomes
embedded in a creature that succeeds.
Multiattack. The boar uses Body Slam and makes
three attacks: one with its Tusks and two with its Shred. The boar makes an attack with its Tusks
Spikes. against a Prone creature.

Tusks. Melee Weapon Attack: +11 to hit, reach 5 Reactions


ft., one target. Hit: 22 (3d10 + 6) slashing damage,
and the target must succeed on a DC 19 Tusk Counter. The boar adds 4 to its AC against
Constitution saving throw or begin bleeding from one melee attack that would hit it. If the attack
a jagged wound. A bleeding creature loses 9 (2d8) misses, the boar makes a Tusk attack against the
hit points at the start of each of its turns. Each attacker as part of the same reaction, provided the
time the boar hits the bleeding target with this attacker is within reach. To do so, the boar must
attack, the damage dealt by the wound increases see the attacker.
by 9 (2d8).
Ribboned Stinger plus 10 (1d10 + 5) slashing damage, and the target
is Grappled (escape DC 17). The ribboned stinger
can only grapple as many targets as it has tendrils.
Huge Monstrosity, Unaligned
Armor Class 17 (natural armor)
Wind Reel. Ranged Spell Attack: +9 to hit, range
Hit Points 93 (11d10 + 33)
120 ft., one target. Hit: 18 (3d8 + 5) bludgeoning
Speed fly 30 ft. (hover)
damage, and the target must succeed on a DC 17
Strength saving throw or be pulled up to 30 feet
STR DEX CON INT WIS CHA
closer to the ribboned stinger.
20 (+5) 12 (+1) 19 (+4) 6 (-2) 12 (+1) 4 (-3)
Saving Throws Con +9, Int +3, Wis +6 Psychic Blast. The ribboned stinger chooses one
Skills Perception +6, Stealth +5 creature it is aware of within 90 feet. The target
Senses Blindsight 60 ft., Passive Perception 16
must make a DC 17 Intelligence saving throw,
Challenge 9 (5,000 XP)
taking 16 (3d10) psychic damage on a failure, or
Cloud Blend. While obscured by clouds, fog, mist, half as much on a success. A creature that fails its
or other similar phenomena, the ribboned stinger saving throw is affected as though by the Slow
has a +10 bonus to Dexterity (Stealth) checks spell until the end of its next turn.
made to hide, and can attempt to Hide as a bonus
action.
Bonus Action
Tendrils. The ribboned stinger has six tendrils.
Tendrils are objects that can be attacked and Stinging Grasp. The ribboned stinger injects
destroyed (AC 19; 30 hit points; vulnerability to venom into each creature Grappled by it. Each
slashing damage; resistance to bludgeoning target makes a DC 17 Constitution saving throw,
damage). taking 21 (6d6) poison damage on a failure, or half
as much on a success.
Reactive Tendrils. For each tendril the ribboned A creature that fails its saving throw is poisoned
stinger has beyond one it gets an extra reaction until the end of the ribboned stinger’s next turn. A
that can only be used for opportunity attacks. creature poisoned in this way has disadvantage on
attack rolls, ability checks, and saving throws.
Wind Aura. The ribboned stinger is surrounded
by an aura of turbulent winds, which keeps gasses Wind-Shift. The ribboned stinger causes its Wind
and vapors at bay, and buffets ranged missiles and Aura feature to begin or cease functioning.
small flying creatures as though by the Wind Wall
spell. While this feature functions, the ribboned Reaction
stinger cannot be obscured by clouds, fog, mist, or
similar phenomena. Noxious Dispersal. In response to taking damage,
the stinger can release a stinging cloud of toxic
Actions gas. The gas fills a 20-foot-radius sphere, the area
of which is heavily obscured. A creature other
Multiattack. The ribboned stinger makes as many than the ribboned stinger that starts its turn in the
Lash or Wind Bolt attacks as it has Tendrils. It can cloud or enters the cloud for the first time on a
replace up to two attacks with a use of Psychic turn takes 10 (3d6) poison damage. The cloud
Blast. If its Wind Aura is functioning, the ribboned lasts for 1 minute or until a wind of moderate or
stinger instead makes two Wind Bolt attacks and greater speed (at least 10 miles per hour)
uses Psychic Blast. disperses it.

Lash. Melee Weapon Attack: +9 to hit, reach 15 ft.,


one target. Hit: 10 (1d10 + 5) bludgeoning damage
Azure Ox
Charged Hooves. Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 20 (4d6 + 6)
Huge Monstrosity, Unaligned
bludgeoning damage plus 7 (2d6) lightning
Armor Class 12 (natural armor)
damage and the target suffers from halved speed
Hit Points 178 (17d10 + 85)
until the end of its next turn.
Speed 40 ft. swim 60ft.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 2 (-4) 13 (+1) 5 (-3) one target. Hit: 20 (4d6 + 6) slashing damage plus
7 (2d6) lightning damage and the target must
succeed on a DC 19 Dexterity saving throw or
Senses Passive Perception 11 drop one object of the ox’s choice.
Languages -
Challenge 11 (2,300 XP) Bonus Action

Amphibious. The giant can breathe air and water. Horn Toss. One creature within 5 feet of the ox
must succeed on a DC 19 Constitution saving
Beast of Burden. The ox is considered to be one throw or take 10 (3d6) bludgeoning damage and
size larger for the purpose of determining its be moved into an unoccupied space within 10 feet
carrying capacity. of the ox. A Prone creature has disadvantage on
this saving throw.
Sizzling Wake. The azure ox can trample the
grounds where it moves. If on its turn it moves
Reaction
only in a straight line, its charged hooves flatten
difficult terrain where it moves to become normal
Grounded Current. When a creature fails its
terrain. Each space it passes through in this way
saving throw against the Ox’s Sizzling Wake, it can
becomes obviously charged with energy, causing
teleport to within 5 feet of that creature.
creatures who enter them for the first time on a
turn to make a DC 19 Dexterity saving throw or
take 36 (8d8) lightning damage and can’t take
reactions until its next turn. This terrain remains
charged for 1 minute.

Actions

Multiattack. The ox makes three attacks: one with


its Gore, one with its Hooves, and one with its Tail.
The ox cannot target the same creature with its
Gore and Tail attack.

Gore. Melee Weapon Attack: +10 to hit, reach 10


ft., one target. Hit: 24 (4d8 + 6) piercing damage. If
the azure ox moved at least 20 feet straight
toward the target immediately before the hit, the
target takes an extra 9 (2d8) piercing damage, and
the target must succeed on a DC 19 Strength
saving throw or be knocked prone if it is a
creature.
Variant Rules

Unwieldy Power
Giants possess enormous physical power, which
they can more fully leverage at the cost of
precision. Using this rule, giants gain access to the
following feature:

Power Attack. When a giant makes a weapon


attack, it can take a penalty to the attack roll equal
to its Strength modifier. If the attack hits, the
target takes extra damage equal to twice the
giant’s Strength modifier.

Massive Attacks
The weapons wielded by giants are so large that
they can frequently threaten two or more
creatures in a single strike. Using this rule, giants’
weapon attacks target an area, rather than a single
creature. The area of the attack is determined by
the damage type of the attack.
Attacks that deal bludgeoning damage target
cubes, attacks that deal piercing damage target
lines, and attacks that deal slashing damage target
cones.

Cleave (Slashing). Melee Weapon Attack:


+X to hit, reach 0 ft., all creatures in a 15-
foot cone. Hit: X damage + effects.

Smash (Bludgeoning). Melee Weapon


Attack: +X to hit, reach 10 ft., all creatures CREDITS & NOTICES
in a 10-foot cube. Hit: X damage + effects. Designed by Dan Gable. Editing by Adam Beckwith and Fin
Prindle, Layout by Adam Beckwith. This work includes
material taken from the System Reference Document 5.1
Skewer (Piercing). Melee Weapon (“SRD 5.1”) by Wizards of the Coast LLC and available at
Attack: +X to hit, reach 0 ft., all creatures https://dnd.wizards.com/resources /systems-reference-
in a 20-foot line that is 5 feet wide. Hit: X document. The SRD 5.1 is licensed under the Creative
damage + effects. Commons Attribution 4.0 International License available at
https://creativecommons.org/ licenses/by/4.0/legalcode.
This material is for playtesting purposes. Please share your
Keep in mind that these attack options will act as a feedback! If this sees publication in a different form in the
force multiplier. future, it will be enhanced by your input. The material
references The Star-Shaman’s Song of Planegea and the core
books for 5E. Those materials retain their copyrights and
trademarks where they pertain to this material.

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