Aura of Roots. While the giant is on the ground, the ground within 15 feet of it is difficult terrain for its enemies, and when it is pushed or pulled, it can reduce the distance it is moved by up to 10 feet. It also has advantage on Strength and Dexterity saving throws against being knocked prone.
Plant Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide among plants.
Plant Nature. The giant is also a plant.
Regeneration. At the start of each of the giant's turns, if it has fewer than half of its hit points remaining and it is in sunlight, it regains 10 hit points.
Sentinel of the Wilds. Whenever the giant hits with an opportunity attack, the target's speed drops to 0 for the rest of the turn. This stops any movement the target may have been taking. Also, creatures within the giant's reach provoke its opportunity attacks even if they've disengaged.
Spellcasting. The giant is an 8th-level spellcaster. Its spell-casting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at-will): druidcraft, razor leaf (new), tend plants (new)
1st level (4 slots): detect poison and disease, ensnaring strike, entangle, goodberry
2nd level (3 slots): barkskin, pass without trace, protection from poison, spike growth
3rd level (3 slots): plant growth, speak with plants
4th level (2 slots): grasping vine, stockade sprouts (new)
Thorns. At the start of each of the giant's turns, it deals 7 (2d6) piercing damage to any creature grappling it.
Wild Speech. The giant can comprehend and verbally communicate with beasts, fey, and plants.
Multiattack. The giant makes two quarterstaff attacks.
Thorny Quarterstaff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if used with two hands, plus 4 (1d8) piercing damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Entangling Roots (Recharge 4–6). When an allied creature is hit by an attacker that is within 30 feet of the giant, the attacker must succeed on a DC 16 Strength or Dexterity saving throw (its choice) or be restrained for 10 minutes. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Description
Among the forests, jungles, and sunlit valleys of not only the Material Plane but also the Feywild, green giants wander and rest alone or in small groups. Green giants are remarkably rare, friendly, and gentle giants. They rank between hill giants and stone giants in the Ordning of Giants, but they are so uncommon that they are often forgotten. The boulders they throw are often chunks of wood or amber, rather than pure rock.
Wardens of the Forest. Some green giants are less pacifistic than their fellows, and seek to use their innate strength and natural magic to defend the green places from those who would deforest and despoil them. They seek out elder treants, fey, and archdruids as teachers, seeking to learn how to harness their primal affinity to act as a warden of the forests, jungles, and other green places of the world. Combining their great might with primal magic, they watch as sentinels over their homes.
These wardens act as enforcers of an ancient natural law. When they apprehend villains, they try to reason with them and, if possible, exile them rather than slay them. Their efforts to prevent deforestation often bring them into conflict with fire giants. When these conflicts become large enough to threaten the Ordning, green giant wardens seek out good-hearted cloud giants and storm giants to help mediate the situation. Wardens are willing to undertake long journeys to seek aid when needed, leaving their domains to be defended by their allies for a time. These allies often include treants, fey, and even noble adventurers.
Photosynthesis. As a magical plant, green giants can feed themselves for the day without eating anything by staying in sunlight and clean water for at least 1 hour.
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