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Returning 35 results for 'choose rolling giants to her race'.
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choose rolling giant to her race
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
);Fey
61-70
Scroll of Protection (Fiends);Fiends
71-75
Scroll of Protection (Giants);Giants
76-80
Scroll of Protection (Monstrosities);Monstrosities
81-85
Scroll of Protection
Magic Items
Dungeon Master’s Guide
This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the
–35
Dragons
36–45
Elementals
46–50
Humanoids
51–60
Fey
61–70
Fiends
71–75
Giants
76–80
Monstrosities
81–85
Oozes
86–90
Plants
91–00
Undead
Spells
Player’s Handbook
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
Monsters
Storm King's Thunder
.
Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6);{"diceNotation
":"3d10+6","rollType":"damage","rollAction":"Rolling Rock","rollDamageType":"bludgeoning"} bludgeoning damage and falling prone on a failed save.Rock Catching. If a rock or similar object is hurled at
Monsters
Storm King's Thunder
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
saving throw or be knocked prone.Prior to the shattering of the ordning, King Hekaton was arguably the most powerful of all storm giants. From Maelstrom, his citadel deep within the Trackless Sea, he
Magic Items
Icewind Dale: Rime of the Frostmaiden
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
-elementals;Elementals
6
lantern-of-tracking-fey;Fey
7
lantern-of-tracking-fiends;Fiends
8
lantern-of-tracking-giants;Giants
9
lantern-of-tracking-monstrosities;Monstrosities
10
lantern-of-tracking-undead;Undead
Monsters
Bigby Presents: Glory of the Giants
occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
stones and gems grow within 6 miles of the scion.
Edible Moss. Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion.
Empowered Stone Giants. Stone
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer all in Surtur’s name—the volcano rumbles and spews molten
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
":"force"} force damage and has the incapacitated condition until the end of the giant’s next turn. On a successful save, the creature takes half as much damage only.Stone giants practice rune magic
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
, creating one or more of the following effects:
Abundant Food. Crops and domestic animals grow and reproduce quickly within 6 miles of the scion.
Empowered Hill Giants. Hill giants within 1,000
Monsters
Bigby Presents: Glory of the Giants
cradle occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has
in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to
Monsters
Bigby Presents: Glory of the Giants
occupied and uses the cradle’s initiative count.
Legendary Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on
the world.
Empowered Storm Giants. Storm giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather. The weather within 1 mile of the scion dramatically shifts
Monsters
Bigby Presents: Glory of the Giants
choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects.
Siege Monster. The scion deals double damage to objects and
Elemental Plane of Water (if the scion is in the ocean) form within 1 mile of the cradle or scion, allowing elemental creatures into the world.
Empowered Storm Giants. Storm giants within 1,000 feet
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
. Carpets of golden moss that stone giants find tasty grow on cavern walls within 6 miles of the scion.
Empowered Stone Giants. Stone giants within 1,000 feet of the scion gain a +7 bonus to attack and
Monsters
Bigby Presents: Glory of the Giants
Resistance (5/Day). If the cradle fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cradle has advantage on saving throws against spells and other magical effects.
Siege
an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift
Magic Items
Bigby Presents: Glory of the Giants
Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.
You can use a bonus action to activate the shield, causing glowing lava to
can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
plume of smoke to rise, sometimes lit from below by fiery bursts of lava. As the scion dreams of battle—perhaps a battle to rouse Annam from seclusion by uniting the giants or a war to conquer
Monsters
Out of the Abyss
Legendary Resistance (1/Day). If Yestabrod fails a saving throw, it can choose to succeed instead.Slam. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Slam"} to
random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table in appendix D) that lasts until the creature is cured of the disease or dies. While infected in this way, the
Monsters
Bigby Presents: Glory of the Giants
Legendary Resistance (6/Day). If the scion fails a saving throw, it can choose to succeed instead.
Magic Resistance. The scion has advantage on saving throws against spells and other magical effects
disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Thriving Wildlife. Beasts reproduce
Magic Items
Bigby Presents: Glory of the Giants
then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20.
If this attack hits, you can also spend and roll
Monsters
Bigby Presents: Glory of the Giants
.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes one Greatclub attack and uses Stone Bolas.
Greatclub. Melee Weapon
10 feet away from the giant.Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them
Classes
Tasha’s Cauldron of Everything
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
Spells
Elemental Evil Player's Companion
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends
there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a
Monsters
Storm King's Thunder
breathing
Roleplaying Information
Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He
believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.
Ideal: “It’s the duty of the big to protect the
Classes
Tasha’s Cauldron of Everything
a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table
Monsters
Bigby Presents: Glory of the Giants
rest.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.Multiattack. The giant makes three attacks using Greataxe, Freezing Ray, or a combination of them
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"Ice Armor", "rollDamageType":"cold"} cold damage.Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/Day). If the wurm fails a saving throw, it can choose to succeed instead.
Regeneration. The wurm regains 20 hit points at the start of its turn if it has at least 1 hit point. If the wurm takes fire or
’s skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining themselves on a mixture of natural photosynthesis and a carnivorous diet.
Cloud-dwelling giants often use
Monsters
Bigby Presents: Glory of the Giants
toddlers can be dangerous, they’re no match for adventurers who can handle giant parents. Young giants are no more inherently evil than any other free-willed creature, so fighting and killing them
block. Change the creature type to Giant, increase the Strength to 14 (+2), and choose Giant as the child’s one language. The child attacks at +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
":"Tempest Call (Thunder)", "rollDamageType":"thunder"}. On a successful save, a creature takes half as much damage.While most storm giants care little for the intricate details of ranking in the ordning