Giants

Cloud Giant

Huge giant, neutral good (50%) or neutral evil (50%)

Armor Class
14 (natural armor)
Hit Points
200 (16d12 + 96)
Speed
40 ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
Saving Throws
Con +10, Wis +7, Cha +7
Skills
Insight +7, Perception +7
Senses
passive Perception 17
Languages
Common, Giant
Challenge
9 (5,000 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.

Fire Giant

Huge giant, lawful evil

Armor Class
18 (plate)
Hit Points
162 (13d12 + 78)
Speed
30 ft.
STR DEX CON INT WIS CHA
25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)
Saving Throws
Dex +3, Con +10, Cha +5
Skills
Athletics +11, Perception +6
Damage Immunities
fire
Senses
passive Perception 16
Languages
Giant
Challenge
9 (5,000 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.

Frost Giant

Huge giant, neutral evil

Armor Class
15 (patchwork armor)
Hit Points
138 (12d12 + 60)
Speed
40 ft.
STR DEX CON INT WIS CHA
23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1)
Saving Throws
Con +8, Wis +3, Cha +4
Skills
Athletics +9, Perception +3
Damage Immunities
cold
Senses
passive Perception 13
Languages
Giant
Challenge
8 (3,900 XP)

Actions

Multiattack.

The giant makes two greataxe attacks.

Greataxe.

Melee 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.

Hill Giant

Huge giant, chaotic evil

Armor Class
13 (natural armor)
Hit Points
105 (10d12 + 40)
Speed
40 ft.
STR DEX CON INT WIS CHA
21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2)
Skills
Perception +2
Senses
passive Perception 12
Languages
Giant
Challenge
5 (1,800 XP)

Actions

Multiattack.

The giant makes two greatclub 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.

Stone Giant

Huge giant, neutral

Armor Class
17 (natural armor)
Hit Points
126 (11d12 + 55)
Speed
40 ft.
STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (−1)
Saving Throws
Dex +5, Con +8, Wis +4
Skills
Athletics +12, Perception +4
Senses
darkvision 60 ft., passive Perception 14
Languages
Giant
Challenge
7 (2,900 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.

Storm Giant

Huge giant, chaotic good

Armor Class
16 (scale mail)
Hit Points
230 (20d12 + 100)
Speed
50 ft., swim 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Saving 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 (10,000 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 a failed save, or half as much damage on a successful one.