Crush Them Underfoot
Crush Them Underfoot
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
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.
Actions
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.
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.
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
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:
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.