Stone Giants

by CanceRevolution

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Stone Giants

Deep within the cavernous heart of towering mountains and craggy cliffs dwell the enigmatic Stone Giants. Carved from the very bedrock of the earth, their slate-gray skin mirrors the textures and tones of the stony expanses they call home. At a distance, one might mistake a Stone Giant for a mere statue, a testament to their uncanny ability to blend seamlessly into their rocky domains. Yet, when they move, it becomes evident that beneath the rocky veneer lies a powerful and sentient being, each motion echoing the inexorable force of tectonic plates shifting deep within the earth.

Stone Giants are not just masters of camouflage but also of craft. With hands as precise as a master sculptor's, they shape and mold the rock around them, creating intricate underground cities and masterpieces that are both awe-inspiring and functional. Their societies value patience and deliberation; a single decision can be mulled over for what seems like eons. This measured pace of life, combined with their deep connection to the earth, has granted them a profound wisdom. Many adventurers seeking knowledge about the ancient world or the secrets lying beneath the surface will often try to parley with a Stone Giant, if they can find one willing to communicate.

Despite their generally contemplative nature, one would be gravely mistaken to provoke a Stone Giant. When roused to anger, they harness the unyielding force of the mountains, striking with the fury of a landslide. Their innate connection to stone allows them to manipulate the very ground beneath an opponent's feet, making them formidable foes in their rocky territories. While they may not be overtly aggressive, Stone Giants will staunchly defend their homes and art, ensuring that those who would defile their sanctuaries pay a hefty price.

Tier 5



Stone Giant

Gigantic, Colossus

Tier 5, Challenge Point 60, XP: 300

Attributes

AC 16 AP 5
HP 612 Posture 308
Mana 40
  • Damage Immunities Brain, Bleed, Poison
  • Damage Resistance Fire, Slash
  • Passive Insight/ Perception 18
  • Language Jotun, Elemental Speech (Terran)

Movement

Base 60 Burrow/ Climb/ Swim 60 Dash 120

Stats + Skills

STR +12 DEX -2 INT +12 WIS +8 CHA -1
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells
  • Villain Save When you fail a Save, you can succeed on it instead. However, you become Knocked Prone, leaving your neck exposed if you do so.
  • You cannot use this if you are already Knocked Prone.

Abilities

  • Colossus Climb A Large or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 20) or fall.

  • A creature with a Climbing Speed as their Base speed automatically succeeds this Save. If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 40 feet can reach your neck.

  • If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.

  • Earth Camouflage While motionless, you appear just a normal earth or a statue. A creature can make 1 Investigation Check (DC 20) to see through the camouflage.

  • Giga Charge If you Dash, you can pass through the space of any Large or smaller size creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC 20), or take 3d12 strike damage and become Knocked Prone.

  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 20), or be pushed 10 feet away and become Stunned and Knocked Prone.

  • Stone Endurance You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned

  • Smiths Tools You know the Smith Tools

  • Spell Skill Spell Hit: +12, Spell DC (20)

Actions (2)

  • Stone Hammer Hit +12, Dmg 4d12 strike
  • Long Reach: Your reach is 15 feet
  • Favorite Weapon: You ignore all AP and deal extra 1d8 damage against Posture.
  • Throw Rock Choose 1 point within 60 feet of you. All creatures within 20 feet of that point must succeed on an Agility Save (DC 20), or take 4d10 strike damage.
  • Cast Spell You can cast the following spells:
  • At Will: Shape Earth, Tinkering Magic
  • Level 1 (1 Mana): Alter Body, Levitate
  • Level 2 (2 Mana): Minor Earthquake
  • Level 3 (4 Mana): Cloud of Poisons
  • Level 4 (6 Mana): Hold Creature
  • Level 5 (10 Mana): Wall of Stone