Huge Giant, Any Lawful Alignment
Armor Class 20 (plate armor and shield)
Hit Points 250 (20d12 + 120)
Speed 40 ft.
STR
28 (+9)
DEX
10 (+0)
CON
24 (+7)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +12, WIS +8, CHA +9
Skills Insight +7, Perception +7
Senses Passive Perception 18
Languages Common, Giant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

 Spellcasting. The giant is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The giant has the following paladin spells prepared:
1st level (4 slots): bless, compelled duel, cure wounds, thunderous smite
2nd level (3 slots): lesser restoration, magic weapon, zone of truth
3rd level (3 slots): crusader's mantle, daylight, dispel magic
4th level (1 slot): banishment, death ward

Smite (3/day). When the giant hits a creature with a melee weapon attack, it can choose to do an additional 9 (2d8) points of radiant (if the giant is good) or necrotic (if the giant is evil) damage.

Actions

Multiattack. The giant makes two longsword attacks.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage, or 25 (3d10 + 9) slashing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage if used with two hands.

Lance. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 28 (3d12 + 9) piercing damage plus 4 (1d8) radiant (if the giant is good) or necrotic (if the giant is evil) damage. The attack has disadvantage if the target is within 10 feet of the giant.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Lay on Hands. The giant has a pool of 65 points of healing power that replenishes when the giant takes a long rest. As an action, the giant can touch a creature and draw from that pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.

Description

Millennia ago, when Ostoria was at its height, the ground shook as the armies of the giants marched out to conquer new lands. Today those armies are gone, and the giants are a scattered people with no true organized military to speak of. Only one group maintains that martial tradition: the cloud giant oathguards. Bound by oaths passed down from generation to generation, the few remaining oathguards steadfastly stand watch over the last remaining cloud castles, vigilantly guarding them from any who would want to despoil them.

Cloud Warriors
In ages past, few sights were as terrifying as a giant army on the march, and few troops within that army were as renowned or effective as the cloud giant oathguards. Astride their rocs and wielding lances of truly astounding length, this flying heavy cavalry could swoop down at any location on a battlefield and utterly disrupt any enemy formation. So feared were they that even dragons often fled at their approach. Nowadays, such massed formations are impossible, given the current giant population; it is rare that even a handful of oathguards would gather in the same place. But even in small numbers, or even singularly, oathguards are a force to be reckoned with. Whether charging out of the sky on their roc steeds, lance at the ready, or standing on solid ground (or cloud) with sword and shield in hand, a cloud giant oathguard has few peers when it comes to martial prowess.

Castle Guardians
Cloud giant oathguards swear mighty and binding oaths to protect the great floating castles of the cloud giants. Ancient in form and wording, these oaths have been passed down since time immemorial, granting the oathguards the blessings of the giant gods. Older oathguards not only train their squires (often younger relatives, although fostering from outside the immediate family is certainly not unheard of) in the required martial skills, but also instill in them the true meaning and power of their oaths. An oathguard swears to protect the castle and its owners, whoever they may be; and, since in the often wager-crazy society of cloud giant nobles, castles might pass from family to family with sometimes bewildering speed, an oathguard might serve many owners in his or her lifetime. This might result in startling adjustments as ownership changes - a benevolent owner might outfit his oathgaurds in shining armor with inlays of gold, silver, and precious gems to inspire their allies, while owners of a less scrupulous nature might dress them in blackened steel and obsidian to bring fear to their rivals and enemies. But through it all, oathguards strive to remain true to their oaths, ever vigilant to ensure no harm comes to their castles and their owners.

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2017 12:12:51 PM
43
1
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12/15/2017 9:01:19 AM
200
3
1.1
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Habitat: Mountain

trinschler