Huge Giant, Lawful Good
Armor Class 18 (Half Plate & Greaves)
Hit Points 128 (11d12 + 50)
Speed 40 ft.
STR
21 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +6, CON +8, WIS +4
Skills Athletics +12, Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Giant, Orc
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The giant makes two Melee attacks (Siege Hammer) or two Ranged weapon attacks (Great War Bow).  One Siege Sling attack can be substituted for two Siege Hammer or Great War Bow attacks).

Giant Siege Hammer. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 25 (8d4 + 5) Bludgeoning damage.   Advantage and double damage against structures.

Great War Bow. Ranged Weapon Attack: +10 to hit, range 400/800 ft., one target. Hit: 23 (8d4 + 3) piercing damage. Disadvantage against small and tiny targets.  A target that is hit gets pushed (5' for large, 10' for medium, 15' for small, and 20' for tiny targets) and knocked prone. Advantage and double damage against structures.

Siege Sling. Single Target Ranged Weapon Attack: +8 to hit, range 400/800 ft., one target. Hit: 42 (6d10 + 10) bludgeoning damage. Advantage and double damage against structures.

Siege Sling; Formation Ranged Weapon Attack: The Cloptic slings a boulder in a 50ft' line attack up to 600' away.  Anyone in the 50' line must make a DC 15 Dexterity saving throw or take 42(6d10+10) bludgeoning damage on a failed save or no damage on a successful saving throw.

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.

Parry. The Cloptic adds 2 to its AC against one melee attack that would hit it. To do so, the Cloptic must see the attacker and be wielding a melee weapon or other suitable item.

Description

Origins:   Cloptics history relates that they were formed just before the other giants by the Great Creator and were the template for all giants.  Then the god, Memnor, edited this basic template that was given to him by the Creator and fashioned the rest of the giants in the Ordning.  Pretentiously,  Memnor had tried to surpass the creator's basic design and after many lesser attempts, eventually, more powerful giants were formed.  Seeing that most of the other giants were predominately evil, the Cloptics isolated themselves from the rest of the races and refused to participate in the Ordning.  Considered outcasts, the rest of the giants generally ignored the Cloptics unless their food supplies ran low.   

Religion and Society:  The Cloptics generally participate in the recognition of the Creator and consider that the gods of this world will be subjugated one day when the Great Creator returns.  Until then they must survive, so the Cloptics had to develop a society that was both martial and agriculturally based.  Cloptics welcomed many smaller races into their culture as long as they were generally lawfully good, participated in the work ethic that the Cloptics were known for, and refrained from the worship of lesser gods.  Border guards, using their talents of insight, would sift the immigrants for purity of intent and execute any spy or thief that attempted to infiltrate Cloptic territory. The temperate hills, plains, and forests of their area of the Eastern regions became a haven for the few lawfully good outcasts from the sea of generally evil races that surrounded them.  Anyone found guilty of serious crimes is branded and banished from the territory.  Doubly despised, most would not live but a few days outside of the borders.

Military:  All Cloptics and the men and women of the integrated races are in the militia.  Everyone must pull their defensive weight to secure the lands.  All able-bodied are conscripted to serve at least two years every decade as dedicated soldiers and guard the borders and strategic strong holds.  Typically, Hill Giants are the most common raiders on their lands, but other evil giants and other races occasionally attempt to rob the Cloptics of their collected resources. 

Characteristics:  Generally, Cloptics are strong, fairly dexterous, tough, relatively intelligent, fairly wise, and quite unpretentious.  They are generous in nature, but unforgiving in battle.  Their bravery is well known.  They appreciate hard work and strong ethics.  Everyone is to pull their weight, but the old and infirm are cared for.  Idleness is especially hard on Cloptics as most don't live long if they become sedate. 

Legends:  Legend has it that long ago, a clan within Cloptic society approached Memnor and desired to rejoin the Ornding.  Spitefully, Memnor gave them some minor improvements, such as improved strength and durability, but also cursed them with lower intelligence & wisdom.  The most recognized characteristic of their curse is that they were deformed by reducing the number of their eyes to one.  Now known as Cyclops, this clan left Cloptic society behind and fought their way through the border lands to claim some territory of their own.  They have many of the same simple characteristics as their Cloptic cousins but are still shunned by Cloptics because of their betrayal to the Creator.  Yet, giants still do not recognize them as being part of the Ordning since they were cursed by their god Memnor and his offspring.

Unit: A Cloptic Soldier is a standard citizen that is called up for duty as soldier.  The Scythe is primarily used against smaller threats while the sword is usually used against other giants.

Habitat: ForestGrasslandHill

AngelRangerDarius

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