Huge Giant (Cloud Giant), Typically Neutral
Armor Class 19 (half-plate)
Hit Points 315 (28d12 + 112)
Speed 50 ft.
STR
27 (+8)
DEX
20 (+5)
CON
21 (+5)
INT
15 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +11, CON +11, CHA +10
Skills Athletics +14, Deception +10, Insight +10, Perception +10
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Passive Perception 17
Languages Auran, Common, Giant, Thieves' Cant
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Enchanting Presence. Any non-giant creature that starts its turn within 60 feet of the giant must make a DC 17 Wisdom saving throw. On a failed save, the creature becomes charmed by the giant for 1 minute. On a successful save, the creature becomes immune to any giant's Enchanting Presence for 24 hours.

Evasion. If the giant is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the giant instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components (spell save DC 17):

At will: detect magic, fog cloud, light, mage hand, gust,  sword burst

4/day each: feather fall, fly, misty step, telekinesis, charm person

3/day each: control weather, gaseous form, mirror image, invisibility, detect thoughts

2/day each: counterspell, hypnotic pattern

1/day each: confusion, telekinesis

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.

Magic Weapons. The giant’s weapon attacks are magical.

Memnor’s Last Trick (Recharges after a Short or Long Rest). When below half health, the giant enters a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated or killed. While raging, the giant gains the following benefits:

  • The giant has advantage on Charisma checks and Charisma saving throws.
  • The giant becomes immune to poison damage.
  • The giant's movement speed increases to 60 ft.
  • The giant regains all expended spells.

Survivor. The giant regains 15 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Actions

Multiattack. The giant makes three morningstar attacks.

Poisoned Morningstar. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage plus 10 (3d6) poison damage.

Rock. Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Create Whirlwind (Recharge 6). A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the giant can see within 120 feet of it. The whirlwind lasts as long as the giant maintains concentration (as if concentrating on a spell). Any creature but the giant that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The giant can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends after 1 minute or if the giant loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.

Poison Bomb. The giant lights a poisonous bomb and throws it at a point up to 120 feet away. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The giant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The giant regains spent legendary actions at the start of its turn.

Weapon Attack. The giant makes a weapon attack.

Command Ally. The giant targets one ally it can see within 30 feet of it. If the target can see and hear the giant, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Cast a Spell (Cost 2 Actions). The giant casts one spell from its Innate Spellcasting trait.

Description

Ascending The Totem Pole. To truly become a lord of lords, cloud giant counts have to be the sneakiest, most clever rogues from the lowest echelons of cloud giant society. They have all experienced what it's like to be small and insignificant. Metaphorically, of course. Were their stories to end there would be a tragedy, but not something unheard of. It was through sheer grit, cunning, and a little bit of charm, that they have earned land, servants, and even sworn fealty from other cloud giants.

Cultural Dilettantes. For lack of better words, cloud giant counts don't care much concerning the intricacies of high culture, especially in cloud giant society. Sure, they worship Memnor, just like any opportunistic giant, but to them it's more like a transaction than anything else. Memnor gets worshipped, and the cloud giant counts gain some magical power. They don't show off their wealth as extravagantly as their kin, save for their carefully fitted armor and weapons, because they don't see much practicality in it. Even the cloud giant concept of maat and maug is a bit strained on them, as they've had to spend quite a portion of their lives as thieves and urchins, a definitively maug concept.

Cunning Tricksters. Perhaps the reason they worship Memnor out of all the giant gods is because they feel some sort of kinship with the ambitious trickster. More often than not, the cloud giant counts had to rely on their wits to overcome their greatest obstacles. Because of these feats, they've learned to come prepared, never leaving home without their trusty gas bombs, poisoned weapons, and their uncannily strong sense of smell.

Rags To Riches. Cloud giant counts were orphans and beggars, more likely to sleep in a sewer than a mansion, and they haven't forgotten it. They often look harsher down on their pretentious, noble-born peers more than the smallfolk, in part due to their unearned success. In contrast, they look more favorably upon the giant equivalent of peasants instead, often investing their riches into libraries, schools, & other accommodations, hoping to give the second chance at life they were denied.

Giant Lords. Serving as the utter apex of modern giant society, giant lords are masters of the arts of war, magic, and culture. The elements bend to their will, as does most things in general. Though they are usually seen as strange by their kin for their unorthodox methods, they are still respected by all. To the common man, they are walking apocalypses, living forces of nature at war with their very way of life. Typically, this sentiment is not too far from the mark, as they are infused with powers like ice breath for frost giants or earthglide for stone giants.

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2025 5:02:36 AM
10
2
1
Coming Soon
9/18/2025 10:34:26 AM
11
0
--
Coming Soon

Monster Tags: NPC

Habitat: Mountain

lunaticlayne

Comments

Posts Quoted:
Reply
Clear All Quotes