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Homebrew

Stone Giant CR: 8

Huge giant, true neutral
Armor Class: 17
Hit Points: 145 (15d12+45)
Speed: 40 ft , burrow: 40 ft

STR

23 +6

DEX

16 +3

CON

20 +5

INT

20 +5

WIS

13 +1

CHA

11 +0

Saving Throws: Dex +6, Con +8
Skills:

Athletics +9, Perception +7, Stealth +6

Condition Immunities: Petrified
Senses:

tremorsense 120 ft.

Languages: Common, Giant
Challenge Rating: 8 ( 3,900 XP)
Proficiency Bonus: +3

Spellcasting. The giant is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:

At will:

Elementalism, Message, Identify

1/day:

Erupting Earth (4th level version), Stone Shape, Wall of Stone


Stone Shaper. The giant can scoop and mold solid earth and stone as though it were soft clay

Earth Glide. The giant burrow through nonmagical, unworked earth and stone. While doing so, it does not disturb the integrity of the stone.

Actions

Multiattack. The giant makes two attacks with its Stone Staff or Rock Toss in any combination. It can also substitute one of these attacks for a use of its Prism Ray

Stone Staff. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6 ) bludgeoning damage. The target is also pushed backwards 5 feet.

Rock Toss. Ranged Weapon Attack: +9 to hit, range 60/240 ft. Hit: 16 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it has the prone condition.

Prism Ray. The giant spins the glowing gemstone in its staff, and fires up to three rays of iridescent magic. Each ray must target a separate creature, and each creature must succeed on a DC 16 Dexterity Saving Throw or suffer the effects of the ray. Roll 1d6 for each ray, the effect matching the table below:

  • 1-2 Burning Red. On a failed save, the creature takes 24 (6d6) fire damage, and takes an additional 12 (3d6) fire damage at the start of its next turn. On a success, the creature takes half of the initial damage and no additional damage.
  • 3-4 Chilling Blue. On a failed save, the creature takes 24 (6d6) cold damage and its speed is reduced by 10 ft. until the start of the giant’s next turn. On a success, the creature takes half damage and its speed is not reduced.
  • 5-6 Sickly Green. On a failed save, the creature takes 24 (6d6) acid damage and its Armor Class is reduced by 2 until the start of the giant’s next turn. On a success, the creature takes half damage and its Armor Class is not reduced.

Usual Tactics

Stone Giants tend to focus on ranged combat, attempting to debuff their foes in order to make it easier to finish them before they'd need to get close. A Stone Giant will often fire its Prism Ray first, and carries out the rest of its turn in accordance with any debuffs it managed to apply.

Tall and slender, Stone Giants appear as massive humanoids with skin formed entirely of smooth stone and bear a small wreath of horns at the top of their heads. Stone Giants place value in beauty and expression, and thus will decorate themselves with fine jewelry and intricate leathers. They will also frequently carve designs and patterns into their bodies, turning their very forms into canvases for artwork. They also tend to carry arcane staves with small floating gems at the top.

As a society, Stone Giants value progress, innovation, and creativity. They are well versed in old magic and lore, but use this knowledge in new ways to advance the world forward. Stone Giants shape the very world around them to create works of art or massive structures to suit various needs. They often dedicate themselves wholly to their craft, seeking to achieve its perfection before the end of their lives. To them, the relationship between master and pupil is far more valuable than the bonds of blood, as learning from the greats is the ultimate way to improve one's own skills.

Suggested Environments

Mountains, Underdark


Created by

BeanCheeseADC.

Statblock Type

Monster

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