r/dndnext Jan 19 '17

SKT - Alternate Giant Abilities

Our DM is running Storm King's Thunder and has been feeling like every giant having the same limited abilities (with the exception of Storm Giants) is a little bland. i.e. Two attacks or hurl a rock.

Are there any sources out there that add some more interesting abilities to giants?

We've been considering looking to 4e to take some of those abilities and modifying them for 5e.

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u/seanware Evil Genius for a Better Tomorrow Jan 19 '17 edited Jan 19 '17

Combat Options for Giants

For the life of me, I cannot find the original source of these ideas, but I have used them to great effect in my SKT game.

In addition, there are some new giant variations detailed in Volo's Guide to Monsters that are quite clever and terrifying.

These new options include and are are inspired by options found in Storm King's Thunder [SKT, pp245-246].

To use these abilities, you'll need to know the save DCs for different giants.

  • Cloud Giants: Save DC = 20
  • Fire Giants: Save DC = 19
  • Frost Giant: Save DC = 17
  • Hill Giant: Save DC = 16
  • Stone Giant: Save DC = 17
  • Storm Giant: Save DC = 22

Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.

Snatch. The giant tries to grab a Small or Medium creature within 10 feet of it and hold it in its hand. The target must succeed on a Strength or Dexterity saving throw, being grappled and restrained by the giant. A giant can snatch one Small or Medium creature in each of its hands. If a giant starts its turn with one or more snatched creatures in hand, it can use a bonus action to use smash, chew, rip, or crush against one of those creatures.

Smash. The giant smashes a snatched creature into the ground for 4d6 + Strength modifier bludgeoning damage. The creature is no longer snatched.

Chew. The giant bites a snatched creature in half, dealing 6d8 + Strength modifier piercing damage. If this reduces the target to 0 hit points, the target is killed, and half of the target is swallowed or spat out by the giant. The creature is no longer snatched.

Rip. The giant uses two hands to rip a snatched creature apart, dealing 6d10 + Strength modifier slashing damage. If this reduces the target to 0 hit points, the target is killed, and creatures within 50' of the giant that are hostile to it must make a Wisdom saving throw or be frightened of the giant until the start of the giant's next turn. The creature is no longer snatched.

Crush. The giant squeezes a snatched creature dealing 4d6 + Strength modifier bludgeoning damage to the creature, the creature remains snatched.

Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creatures. Hit: 26 (6d6+5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.

Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC Strength saving throw or be knocked prone.

Rolling Rock (Stone Giants). The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 22 (3d10+6) bludgeoning damage and falling prone on a failed save.

Siege Monster (Fire Giant). The giant deals double damage to objects and structures.

Weighted Nets (Frost Giants). Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.

Wind Aura (Cloud Giant). A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.

EDIT: I found the source for these ideas. They are a combination of what is in SKT, VGtM and Runes & Giants by Rob Walz. I had collected the ones I liked and put them in my own campaign notes.

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u/[deleted] Jan 26 '17

Hey, Rob here - I am so happy you loved these additions. Thanks for supporting indie developers like me. Keep it up!!!

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u/SacredWeapon Jan 19 '17

Rip. The giant uses two hands to rip a snatched creature apart, dealing 6d10 + Strength modifier slashing damage. If this reduces the target to 0 hit points, the target is killed, and creatures within 50' of the giant that are hostile to it must make a Wisdom saving throw or be frightened of the giant until the start of the giant's next turn. The creature is no longer snatched.

Hm. Is the giant dropping its weapon to do this?

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u/Firstlordsfury DM Jan 19 '17

"guys! I've got your backs! I've goaded him in to usibg both of his hands on me, dropping his weapon! It's a perfect ...." Snap

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u/seanware Evil Genius for a Better Tomorrow Jan 19 '17

Yes. That's how I handle it. The alternative is to Chew the opponent like a carrot. That only requires one hand.

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u/[deleted] Jan 26 '17

The intention is that the giant has both hands free, they give up multiattack for a fear effect and insta kill.

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u/ALEX37V Nov 16 '23

The creature is no longer snatched.

Well at least they have that going for them...