Huge Undead, Lawful Evil
Armor Class 17 (patchwork armor scraps)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws DEX +5
Skills Perception +3
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages Understands Giant but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Giant Hybrid. The skeleton is also a giant.

Actions

Multiattack. The skeleton makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 10 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.

Description

If a giant's corpse has withered away to little more than bones by the time it is raised as an undead, the giant will be raised as a giant skeleton. Giant skeletons have the same inclinations and behaviors as normal skeletons.


Although most necromancers struggle to apply classical methods for raising the dead to larger corpses, bringing giants back as undead is hardly impossible. More potent spells and more involved rituals can allow a spellcaster to do exceptional things with necromancy, which allows some to animate gigantic corpses the same way as they would humanoid corpses. Other times, giants are raised as undead by other giants, those heretical few who risk exile or death by their community to learn magical arts for the purposes of necromancy. Most undead giants are created unintentionally, however, such as when unholy energies creep into their ancient tombs, often spread by fiends, evil gods, or dark spirits.

Undead Nature. An undead giant doesn't require air, food, drink, or sleep.

Previous Versions

Name Date Modified Views Adds Version Actions
8/30/2023 3:54:16 PM
184
27
1.0
Coming Soon

Monster Tags: undead

Habitat: ArcticHillMountainUnderdark

BenevolentEvil

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