Hidden Step. As a bonus action, the giant can magically turn invisible until the start of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.
Speech of Beast and Leaf. The giant has advantage on all Charisma checks it makes to influence plants and animals.
Wood Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in wooded terrain.
Fey Magic. The magic of the Feywild courses through the giant's veins. The giant's spellcasting ability modifier is Wisdom (+7 to hit, spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: detect magic, Speak with Plants, Speak with Animals
1/day each: Entangle, Conjure Animals, Disguise Self (medium humanoid)
Multiattack. The giant can make two Melee Weapon attacks or one Melee Weapon and one Snare attack.
Staff. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 19 (3d8 +6 bludgeoning Damage)
Stomp. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC18 Strength saving throw or be knocked prone.
Snare. If a creature is prone, the giant can call upon the forces of nature to ensnare it. Roots and vines spring to life and the prone creature takes 21 (4d8 +3) Slashing damage and is Restrained. The creature can use its action to make a DC 15 Strength saving throw to break free on each of its turns.
The creature can also be freed by an ally's action either with a DC 15 Strength check or by attacking the plants binding them. The binds have an AC of 10 and 5 HP.
Description
Deep within the oldest and most vibrant of wooded realms can be found the sacred gardens of the Voadkyn- clearings alive with color from immaculately pruned flowers. To humanoids, some of these plants can be vicious and lethal but, from the gentle, green hands of these giants, they meet only love.
The Wood Giants.
Unusual for giant-kin so near the bottom rungs of the Ordning, Voadkyn are powerful in their connection to the wooded realms they inhabit. Flora reacts to their words and touch as tenderly (and sometimes as excitedly) as a family pet might react to the summons of a child. Fauna are also respectful but cautious toward these giants: Though they do not seek to disrupt the natural balance of their forests and jungles, they do hunt to survive.
This reliance on hunting often will put them at odds with loggers and gameseekers whose actions do threaten the balance of life within the woods they prey on. Sometimes in response to an incursion, these giants will obscure their presence, becoming almost entirely invisible as they blend in with the foliage surrounding them. Like some great and terrible ghosts, these invisible giants will raid camps and toss sleeping hunters ino rivers to protect their homes.
If a tree falls in the forest...
Because of their methods, Voadkyn are often unknown to the settlements closest to their forested homes. Sometimes, superstitious hunters from these villages and camps will call on adventurous clerics and druids to deal with the "vengeful spirits" that inhabit these sylvan lands.
Though they guard their homes jealously against disruptive invaders, Voadkyn will never harm anyone without good cause. If a problem can be dealt with without using lethal means, they will do everything in their power to avoid killing. A secretive lot, Voadkyn might first use their abilities to test the goodness of adventurers before revealing themselves in full.







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