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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ [[Characters/DungeonsAndDragonsCreaturesNToO N to O]] | [[Characters/DungeonsAndDragonsCreaturesPToQ P to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ [[Characters/DungeonsAndDragonsCreaturesUToV U to V]] | [[Characters/DungeonsAndDragonsCreaturesWToZ W to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL [[Characters/DungeonsAndDragonsCreaturesIToJ I to J]] | [[Characters/DungeonsAndDragonsCreaturesK K]] | [[Characters/DungeonsAndDragonsCreaturesL L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] | [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\



Note that this page concerns creatures given the "X giant" label and their derivatives, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general.

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Note that this page concerns creatures given the "X giant" label and their derivatives, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general. See also the [[Characters/DungeonsAndDragonsGiantDeities Giant Deities]] page for information about the giants' pantheon.



A slumbering scion of Memnor appears as a cloudbank that might linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings for "rain spirits." When awake, a scions toys with other creatures by using magic to turn them against each other, and only wields its thunderous full power against serious threats.

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A slumbering scion of Memnor appears as a cloudbank that might linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings for "rain spirits." When awake, a scions scion toys with other creatures by using magic to turn them against each other, and only wields its thunderous full power against serious threats.
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* AdaptationNameChange: When they debuted with the undead versions of the six core giants in ''Magazine/{{Dragon}}'' #254, they were known only as "barrowes."
* EyeOfNewt: It's speculated that barrowe body parts could be used to brew a ''potion of hill giant strength'' that also gives the drinker these undead's energy-draining ability, "but so far as is known, no one has been foolhardy enough to try it."


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* AdaptationNameChange: Formerly known simply as "cairns."
* EyeOfNewt: Unsurprisingly, cairn body parts have an application in stone- or petrification-based magic.


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* EyeOfNewt: Firegaunt body parts have various magical applications, and rumor has it that immersing a bottle in these undead's internal fires is one way to make an ''eversmoking bottle'', though said rumors don't specify how long this takes to work.


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* EyeOfNewt: These undead's body parts can be used to power a variety of ice spells and frigid magic items.


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* EyeOfNewt: A spectral cloud's essence can be used to make a ''potion of gaseous form'', while some mages seek to trap an intact spectral cloud in a bottle as an alternative to an ''efreet bottle''.


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* AdaptationNameChange: Formerly known as "temperaments."


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* EyeOfNewt: 2nd Edition asserts that "Temperament bone or essence is considered just the thing for the finest quality ''wands of lightning'', or a nonmetallic ''ring of shocking grasp''."
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* {{Retcon}}: While in past editions, fog giants have been their own giant subrace, 5th Edition casts them as cloud giants who have [[ImpoverishedPatrician lost all their wealth]], forcing them to resort to banditry and extortion to rebuild their treasure troves. The most successful of these fog giants come to lead networks of thieves and thugs (preferring to work with "civilized" criminals over the likes of orcs and goblinoids), and take on [[KingOfThieves grandiose titles]] such as "Baron of Bandits," "Duke of Robbery," or "Lord of Larceny."
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], Sa-Sn]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\| [[Characters/DungeonsAndDragonsCrossoverCreatures Crossover Creatures]]\\



Note that this page concerns creatures given the "X giant" label and their derivitives, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general.

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Note that this page concerns creatures given the "X giant" label and their derivitives, derivatives, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general.



[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/storm_giant_5e.png]]
[[caption-width-right:330:5e]]

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[[quoteright:330:https://static.[[quoteright:325:https://static.tvtropes.org/pmwiki/pub/images/storm_giant_5e.png]]
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org/pmwiki/pub/images/d&d_storm_giant_5e_transparent.png]]
[[caption-width-right:325:5e]]
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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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''[[Characters/DungeonsAndDragonsCreatures Creatures]]'': [[Characters/DungeonsAndDragonsCreatureTypes Creature Types]] ([[Characters/DungeonsAndDragonsCreaturesA A]] | [[Characters/DungeonsAndDragonsCreaturesB B]] | [[Characters/DungeonsAndDragonsCreaturesC C]] | [[Characters/DungeonsAndDragonsCreaturesD D]] | [[Characters/DungeonsAndDragonsCreaturesE E]] | [[Characters/DungeonsAndDragonsCreaturesF F]] | [[Characters/DungeonsAndDragonsCreaturesG G]] | [[Characters/DungeonsAndDragonsCreaturesH H]] | [[Characters/DungeonsAndDragonsCreaturesIToL I to L]] | [[Characters/DungeonsAndDragonsCreaturesM M]] | [[Characters/DungeonsAndDragonsCreaturesNtoQ N to Q]] | [[Characters/DungeonsAndDragonsCreaturesR R]] | [[Characters/DungeonsAndDragonsCreaturesS S]] [[Characters/DungeonsAndDragonsCreaturesSPartOne Sa-Sl]], [[Characters/DungeonsAndDragonsCreaturesSPartTwo So-Sy]] | [[Characters/DungeonsAndDragonsCreaturesT T]] | [[Characters/DungeonsAndDragonsCreaturesUToZ U to Z]]) | [[Characters/DungeonsAndDragonsBeholderkin Beholderkin]] | [[Characters/DungeonsAndDragonsFiendsDemons Demons]] | [[Characters/DungeonsAndDragonsFiendsDevils Devils]] | [[Characters/DungeonsAndDragonsDragons Dragons]] | '''Giants''' | [[Characters/DungeonsAndDragonsMindFlayers Mind Flayers]] | [[Characters/DungeonsAndDragonsUndead Undead]] | [[Characters/DungeonsAndDragonsFiendsYugoloths Yugoloths]] \\

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* HeKnowsTooMuch: It's mentioned that primordial giants are so eager for arcane knowledge that they're willing to trade with other races' spellcasters, but evil giants will then try to kill their fellow mage out of embarrassment for having to rely on an "inferior being" for aid.



* SquishyWizard: Only comparatively. The "primordial giant" template confers bonuses to Intelligence and Charisma, and penalties to Strength and Constitution, though since the base creature is still a ''giant'', these penalties won't amount to much.

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* SquishyWizard: Only comparatively. The "primordial giant" template confers bonuses to Intelligence and Charisma, and penalties to Strength and Constitution, though since the base creature is still a ''giant'', even with these penalties won't amount it's still much stronger and tougher than most humanoids.
* UngratefulBastard: It's mentioned that primordial giants are so eager for arcane knowledge that they're willing
to much.trade with other races' spellcasters, but evil giants will then try to kill their fellow mage out of embarrassment for having to rely on an "inferior being" for aid.



A sleeping scion of Stronmaus is typically located high in the sky or deep underwater, to mitigate the damage done should the scion's nightmares cause its cradle to lash out with the fury of the storm. A scion who wakes is usually glad to be free of its troubling dreams, but it has little interest in the troubles of humanoids, and can be a calamitous foe if antagonized.

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A sleeping scion of Stronmaus is typically located high in the sky or deep underwater, to mitigate the damage done should the scion's nightmares cause its cradle to lash out with the fury of the storm. A scion who wakes is usually glad to be free of its troubling dreams, but it has little interest in the troubles problems of humanoids, and can be a calamitous foe if antagonized.
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* NoSell: Their immune to water- or ice-based attacks.

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* NoSell: Their They're immune to water- or ice-based attacks.

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!Scions of the Giants' Gods

[[folder:General Tropes]]
->'''Classification:''' Elemental (cradle), Giant (scion) (5E)

Annam's grandchildren, these titanic beings tower over lesser giants, and are such fonts of elemental power that they alter the world around them. While some of these demigods are awake, others slumber in elemental "cradles" that protect their dreaming charges until they are destroyed, releasing and rousing the scion within.

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!Scions of the Giants' Gods

[[folder:General Tropes]]
->'''Classification:''' Elemental (cradle), Giant (scion) (5E)

Annam's grandchildren, these titanic beings tower over lesser giants,
[[folder:Totem Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_totem_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' ChaoticNeutral or LawfulNeutral

11-foot-tall giants who both hunt
and are such fonts of elemental power that they alter the world around them. While some of these demigods are awake, others slumber in elemental "cradles" that protect revere magical beasts, and use their dreaming charges until they are destroyed, releasing and rousing the scion within.meldshaping ability to emulate those creatures.



* AntiStructure: Both the cradles and the scions within them deal double damage to objects and structures.
* BarrierMaiden: In some settings, these divine scions might literally hold the world together, and their death (or awakening from their cradles) might cause the Material Plane to collapse into the Elemental Chaos.
* GodEmperor: In other settings, scions may have been the rulers of the giants' ancient empire before Annam went into seclusion.
* MookCommander: Within 1000 feet of the scion, all giants of the same species gain a bonus to attack and damage rolls.
* SemiDivine: They're scions of the giant pantheon, which would technically make them demigods at the very least. 5th Edition doesn't have rules for divine ranks, but recognizes scions' power by giving them the [[OurTitansAreDifferent Titan]] indicator.
* SequentialBoss: Slumbering scions are encountered in ambulatory "cradles" that are challenging encounters in their own right, but if said cradle is reduced to 0 hit points, the scion inside it awakens and emerges, potentially to continue the battle.
* ThatsNoMoon: On some worlds, scions slumber and have become part of the landscape.

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* AntiStructure: Both TheBerserker: Every totem giant can fly into a rage like a barbarian, made the cradles and the scions within them deal double damage to objects and structures.
* BarrierMaiden: In some settings, these divine scions might literally hold the world together, and
more dangerous by using their death (or awakening from Cobalt Rage feat to channel their cradles) might cause the Material Plane to collapse essentia reserve into the Elemental Chaos.
their attacks.
* GodEmperor: In other settings, scions may have been the rulers of the giants' ancient empire before Annam went into seclusion.
* MookCommander: Within 1000 feet of the scion, all
MageSpecies: These giants of have the same species gain a bonus to attack Incarnum subtype and damage rolls.
* SemiDivine: They're scions of
a natural essentia pool they can use to [[DivertingPower enhance their various feats and abilities.]] True to their name, they often take up the totemist class.
* NemeanSkinning: Totem
giant pantheon, which would technically make them demigods at tribes' greatest warriors usually wear the very least. 5th Edition doesn't have rules for divine ranks, but recognizes scions' power by skin of their totem animals as a sign of their prowess.
* PartialTransformation: They can use soulmelds from the totemist list,
giving them themselves the [[OurTitansAreDifferent Titan]] indicator.
* SequentialBoss: Slumbering scions are encountered in ambulatory "cradles" that are challenging encounters in their own right, but if said cradle is reduced to 0 hit points,
mandibles and cranial structure of a frost worm, the scion inside it awakens eyes and emerges, potentially to continue the battle.
* ThatsNoMoon: On some worlds, scions slumber
plumage of a giant eagle, and have become part of the landscape.so forth.



[[folder:Scion of Grolantor]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_grolantor_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' ChaoticEvil

When slumbering, a scion of Grolantor may be mistaken for a hill, and the land around it becomes productive farmland with agreeable weather. But should the scion awaken, it sets about devouring everything in sight.

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[[folder:Scion !Scions of Grolantor]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_grolantor_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 22 (5E)\\
'''Alignment:''' ChaoticEvil

When slumbering, a scion of Grolantor may be mistaken for a hill,
the Giants' Gods

[[folder:General Tropes]]
->'''Classification:''' Elemental (cradle), Giant (scion) (5E)

Annam's grandchildren, these titanic beings tower over lesser giants,
and are such fonts of elemental power that they alter the land world around it becomes productive farmland with agreeable weather. But should them. While some of these demigods are awake, others slumber in elemental "cradles" that protect their dreaming charges until they are destroyed, releasing and rousing the scion awaken, it sets about devouring everything in sight.within.



* DishingOutDirt: The cradle of the hill scion can magically create a wave of dirt to entomb enemies alive.
* LifeDrain: A scion of Grolantor can use its reaction to feed upon creature it's swallowed, dealing damage to them to recover health.
* RockMonster: A cradle of the hill scion resembles a mass of dirt, stone and roots.
* ShockwaveStomp: A scion of Grolantor can create a shockwave while moving, capable of breaking other creatures' concentration.
* TelephonePolearm: The scion of Grolantor's weapon is a great tree club.
* VacuumMouth: A scion of Grolantor's lungs are powerful enough to suck food straight into its gullet. Within in a 120-foot line that is 15 feet wide, creatures that fail a saving throw get pulled toward the scion and {{swallowed whole}}.

to:

* DishingOutDirt: The cradle of AntiStructure: Both the hill scion can magically create a wave of dirt to entomb enemies alive.
* LifeDrain: A scion of Grolantor can use its reaction to feed upon creature it's swallowed, dealing
cradles and the scions within them deal double damage to objects and structures.
* BarrierMaiden: In some settings, these divine scions might literally hold the world together, and their death (or awakening from their cradles) might cause the Material Plane to collapse into the Elemental Chaos.
* GodEmperor: In other settings, scions may have been the rulers of the giants' ancient empire before Annam went into seclusion.
* MookCommander: Within 1000 feet of the scion, all giants of the same species gain a bonus to attack and damage rolls.
* SemiDivine: They're scions of the giant pantheon, which would technically make
them to recover health.
demigods at the very least. 5th Edition doesn't have rules for divine ranks, but recognizes scions' power by giving them the [[OurTitansAreDifferent Titan]] indicator.
* RockMonster: A SequentialBoss: Slumbering scions are encountered in ambulatory "cradles" that are challenging encounters in their own right, but if said cradle of the hill scion resembles a mass of dirt, stone and roots.
* ShockwaveStomp: A scion of Grolantor can create a shockwave while moving, capable of breaking other creatures' concentration.
* TelephonePolearm: The scion of Grolantor's weapon
is a great tree club.
* VacuumMouth: A scion of Grolantor's lungs are powerful enough
reduced to suck food straight into its gullet. Within in a 120-foot line that is 15 feet wide, creatures that fail a saving throw get pulled toward 0 hit points, the scion inside it awakens and {{swallowed whole}}.emerges, potentially to continue the battle.
* ThatsNoMoon: On some worlds, scions slumber and have become part of the landscape.



[[folder:Scion of Memnor]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_memnor_5e.png]]

to:

[[folder:Scion of Memnor]]
Grolantor]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_memnor_5e.org/pmwiki/pub/images/d&d_scion_of_grolantor_5e.png]]



->'''Challenge Rating:''' 26 (5E)\\
'''Alignment:''' ChaoticNeutral

A slumbering scion of Memnor appears as a cloudbank that might linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings for "rain spirits." When awake, a scions toys with other creatures by using magic to turn them against each other, and only wields its thunderous full power against serious threats.

to:

->'''Challenge Rating:''' 26 22 (5E)\\
'''Alignment:''' ChaoticNeutral

A slumbering
ChaoticEvil

When slumbering, a
scion of Memnor appears as a cloudbank that might linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings Grolantor may be mistaken for "rain spirits." When awake, a scions toys hill, and the land around it becomes productive farmland with other creatures by using magic to turn them against each other, and only wields its thunderous full power against serious threats.agreeable weather. But should the scion awaken, it sets about devouring everything in sight.



* BlowYouAway: Both the cradle and the scion of Memnor can wield the power of air to create a vortex of wind, or wind javelins to hurl at enemies.
* {{Cumulonemesis}}: A cradle of the cloud scion appears as a dense, slowly drifting tower of clouds that never dissipates. When roused, it manifests as a titanic air elemental made of fierce winds and wisps of cloud.
* ElementalWeapon: A cloud scion wields a "cloud morningstar" solid enough to deal force and thunder damage.
* MakeSomeNoise: A cloud scion's cradle can create a thunderclap that deals damage to all within a 30-foot-radius, while an awakened scion can pull foes into a windy vortex before blasting them with even more thunder damage.
* SetAMookToKillAMook: A scion of Memnor can fill an area with a "fog of deception" that can cause those within it to be ''charmed'' by the giant and attack an adjacent creature of the scion's choice.

to:

* BlowYouAway: Both the DishingOutDirt: The cradle and of the hill scion can magically create a wave of dirt to entomb enemies alive.
* LifeDrain: A
scion of Memnor Grolantor can wield the power of air use its reaction to create a vortex of wind, or wind javelins feed upon creature it's swallowed, dealing damage to hurl at enemies.
them to recover health.
* {{Cumulonemesis}}: RockMonster: A cradle of the cloud hill scion appears as resembles a dense, slowly drifting tower mass of clouds that never dissipates. When roused, it manifests as a titanic air elemental made of fierce winds dirt, stone and wisps of cloud.
roots.
* ElementalWeapon: ShockwaveStomp: A cloud scion wields a "cloud morningstar" solid enough to deal force and thunder damage.
* MakeSomeNoise: A cloud scion's cradle
of Grolantor can create a thunderclap that deals damage to all within a 30-foot-radius, shockwave while an awakened moving, capable of breaking other creatures' concentration.
* TelephonePolearm: The
scion can pull foes into of Grolantor's weapon is a windy vortex before blasting them with even more thunder damage.
great tree club.
* SetAMookToKillAMook: VacuumMouth: A scion of Memnor can fill an area with Grolantor's lungs are powerful enough to suck food straight into its gullet. Within in a "fog of deception" 120-foot line that can cause those within it to be ''charmed'' by is 15 feet wide, creatures that fail a saving throw get pulled toward the giant scion and attack an adjacent creature of the scion's choice.{{swallowed whole}}.



[[folder:Scion of Skoraeus]]
[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_skoraeus_5e.png]]
[[caption-width-right:288:5e]]
->'''Challenge Rating:''' 23 (5E)\\
'''Alignment:''' TrueNeutral

The dreams of a slumbering scion of Skoraeus sculpt the caverns around it into fine carvings, and cause tasty moss and lustrous gems to sprout from the rock. If awakened, a stone scion is content to continue its artistry, though it might convert living creatures into raw materials.

to:

[[folder:Scion of Skoraeus]]
[[quoteright:288:https://static.
Memnor]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/d&d_scion_of_skoraeus_5e.org/pmwiki/pub/images/d&d_scion_of_memnor_5e.png]]
[[caption-width-right:288:5e]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 23 26 (5E)\\
'''Alignment:''' TrueNeutral

The dreams of a
ChaoticNeutral

A
slumbering scion of Skoraeus sculpt the caverns around it into fine carvings, and cause tasty moss and lustrous gems to sprout from the rock. If awakened, Memnor appears as a stone scion is content to continue its artistry, though it cloudbank that might convert living linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings for "rain spirits." When awake, a scions toys with other creatures into raw materials.by using magic to turn them against each other, and only wields its thunderous full power against serious threats.



* LightEmUp: A stone scion's cradle can make the crystals on its body flare, dealing radiant damage and [[BlindedByTheLight blinding]] opponents; a scion itself can do the same with its crystal club.
* RockMonster: A cradle of the stone scion resembles a bipedal mass of stone and crystals.
* ShockwaveStomp: A scion of Skoraeus can create a shockwave while moving, capable of breaking other creatures' concentration.
* SuperScream: A cradle of the stone scion's roar is loud enough to collapse mine tunnels.
* TakenForGranite: A scion of Skoraeus can transform a living creature in its palm into stone.

to:

* LightEmUp: BlowYouAway: Both the cradle and the scion of Memnor can wield the power of air to create a vortex of wind, or wind javelins to hurl at enemies.
* {{Cumulonemesis}}:
A stone cradle of the cloud scion appears as a dense, slowly drifting tower of clouds that never dissipates. When roused, it manifests as a titanic air elemental made of fierce winds and wisps of cloud.
* ElementalWeapon: A cloud scion wields a "cloud morningstar" solid enough to deal force and thunder damage.
* MakeSomeNoise: A cloud
scion's cradle can make the crystals on its body flare, dealing radiant create a thunderclap that deals damage and [[BlindedByTheLight blinding]] opponents; to all within a 30-foot-radius, while an awakened scion itself can do the same pull foes into a windy vortex before blasting them with its crystal club.
even more thunder damage.
* RockMonster: A cradle of the stone scion resembles a bipedal mass of stone and crystals.
* ShockwaveStomp:
SetAMookToKillAMook: A scion of Skoraeus Memnor can create fill an area with a shockwave while moving, capable "fog of breaking other creatures' concentration.
* SuperScream: A cradle
deception" that can cause those within it to be ''charmed'' by the giant and attack an adjacent creature of the stone scion's roar is loud enough to collapse mine tunnels.
* TakenForGranite: A scion of Skoraeus can transform a living creature in its palm into stone.
choice.



[[folder:Scion of Stronmaus]]
[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_stronmaus_5e.png]]
[[caption-width-right:342:5e]]
->'''Challenge Rating:''' 27 (5E)\\
'''Alignment:''' ChaoticGood

A sleeping scion of Stronmaus is typically located high in the sky or deep underwater, to mitigate the damage done should the scion's nightmares cause its cradle to lash out with the fury of the storm. A scion who wakes is usually glad to be free of its troubling dreams, but it has little interest in the troubles of humanoids, and can be a calamitous foe if antagonized.

to:

[[folder:Scion of Stronmaus]]
[[quoteright:342:https://static.
Skoraeus]]
[[quoteright:288:https://static.
tvtropes.org/pmwiki/pub/images/d&d_scion_of_stronmaus_5e.org/pmwiki/pub/images/d&d_scion_of_skoraeus_5e.png]]
[[caption-width-right:342:5e]]
[[caption-width-right:288:5e]]
->'''Challenge Rating:''' 27 23 (5E)\\
'''Alignment:''' ChaoticGood

A sleeping
TrueNeutral

The dreams of a slumbering
scion of Stronmaus is typically located high in Skoraeus sculpt the sky or deep underwater, to mitigate the damage done should the scion's nightmares caverns around it into fine carvings, and cause its cradle tasty moss and lustrous gems to lash out with sprout from the fury of the storm. A rock. If awakened, a stone scion who wakes is usually glad content to be free of continue its troubling dreams, but artistry, though it has little interest in the troubles of humanoids, and can be a calamitous foe if antagonized.might convert living creatures into raw materials.



* ElementalWeapon: A storm scion wields a sword of lightning.
* PlaguedByNightmares: While not all of a storm scion's dreams are necessarily bad -- it might see visions of Annam's return or the giants' idylic past -- the other dreams, the dark prophecies of the giants' decline and the nightmares of death and destruction, are enough to make it glad to wake up.
* ShockAndAwe: A cradle of a storm scion can attack with a veritable barrage of lightning bolts, targeting two creatures per attack to deal heavy damage and stunning them.
* ThinkingUpPortals: Two-way portals to the Elemental Plane of Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within a mile of the cradle or scion.
* WeatherManipulation: A scion of Stronmaus' elemental might allows it to call down blades of lightning, boulder-sized hailstones, acid rains and freezing blizzards.
* WeirdWeather: The weather around a cradle of the storm scion can change drastically from day to day, going from pleasant sunshine to vicious hailstorms without warning.

to:

* ElementalWeapon: LightEmUp: A storm scion wields a sword of lightning.
* PlaguedByNightmares: While not all of a storm
stone scion's dreams are necessarily bad -- it might see visions of Annam's return or the giants' idylic past -- the other dreams, the dark prophecies of the giants' decline and the nightmares of death and destruction, are enough to make it glad to wake up.
* ShockAndAwe: A
cradle of a storm scion can attack with a veritable barrage of lightning bolts, targeting two creatures per attack to deal heavy make the crystals on its body flare, dealing radiant damage and stunning them.
* ThinkingUpPortals: Two-way portals to the Elemental Plane of Air (if the
[[BlindedByTheLight blinding]] opponents; a scion is in itself can do the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within a mile of the cradle or scion.
same with its crystal club.
* WeatherManipulation: RockMonster: A scion of Stronmaus' elemental might allows it to call down blades of lightning, boulder-sized hailstones, acid rains and freezing blizzards.
* WeirdWeather: The weather around a
cradle of the storm stone scion resembles a bipedal mass of stone and crystals.
* ShockwaveStomp: A scion of Skoraeus
can change drastically from day create a shockwave while moving, capable of breaking other creatures' concentration.
* SuperScream: A cradle of the stone scion's roar is loud enough
to day, going from pleasant sunshine to vicious hailstorms without warning.collapse mine tunnels.
* TakenForGranite: A scion of Skoraeus can transform a living creature in its palm into stone.



[[folder:Scion of Surtur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_surtur_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 25 (5E)\\
'''Alignment:''' LawfulEvil

A fire scion's cradle can be found in the peak of a volcano, and its presence makes minerals and ore more common nearby, though its dreams of conquest can cause its shelter to rumble and erupt. When awakened, a scion of Surtur sets off to gather an army of fire giants and realize its visions of victory.

to:

[[folder:Scion of Surtur]]
[[quoteright:350:https://static.
Stronmaus]]
[[quoteright:342:https://static.
tvtropes.org/pmwiki/pub/images/d&d_scion_of_surtur_5e.org/pmwiki/pub/images/d&d_scion_of_stronmaus_5e.png]]
[[caption-width-right:350:5e]]
[[caption-width-right:342:5e]]
->'''Challenge Rating:''' 25 27 (5E)\\
'''Alignment:''' LawfulEvil

ChaoticGood

A fire sleeping scion of Stronmaus is typically located high in the sky or deep underwater, to mitigate the damage done should the scion's cradle can be found in the peak of a volcano, and its presence makes minerals and ore more common nearby, though its dreams of conquest can nightmares cause its shelter cradle to rumble and erupt. When awakened, a lash out with the fury of the storm. A scion who wakes is usually glad to be free of Surtur sets off to gather an army its troubling dreams, but it has little interest in the troubles of fire giants humanoids, and realize its visions of victory. can be a calamitous foe if antagonized.



* AppeaseTheVolcanoGod: Nearby creatures might try to offer sacrifices to appease the volcano housing a scion of Surtur, to little success -- the scion's cradle will attack anything that intrudes.
* ElementalWeapon: A fire scion wields a sword of magma.
* LivingLava: A cradle of the fire scion resembles a bipedal mass of molten rock that fights like a living volcano.
* PlayingWithFire: Unsurprisingly, a scion of Surtur and its cradle can attack with blasts of volcanic gas and fire, geysers of lava, superheated smoke, and so forth.
* ShockwaveStomp: A scion of Surtur can create a shockwave while moving, capable of breaking other creatures' concentration.
* WalkingWasteland: A scion of Surtur inhibits precipitation in a radius of 6 miles around itself, parching the land and withering most plant life.

to:

* AppeaseTheVolcanoGod: Nearby creatures might try to offer sacrifices to appease the volcano housing a scion of Surtur, to little success -- the scion's cradle will attack anything that intrudes.
* ElementalWeapon: A fire storm scion wields a sword of magma.
lightning.
* LivingLava: PlaguedByNightmares: While not all of a storm scion's dreams are necessarily bad -- it might see visions of Annam's return or the giants' idylic past -- the other dreams, the dark prophecies of the giants' decline and the nightmares of death and destruction, are enough to make it glad to wake up.
* ShockAndAwe:
A cradle of the fire a storm scion resembles a bipedal mass of molten rock that fights like a living volcano.
* PlayingWithFire: Unsurprisingly, a scion of Surtur and its cradle
can attack with blasts a veritable barrage of volcanic gas lightning bolts, targeting two creatures per attack to deal heavy damage and fire, geysers stunning them.
* ThinkingUpPortals: Two-way portals to the Elemental Plane
of lava, superheated smoke, and so forth.
Air (if the scion is in the sky) or the Elemental Plane of Water (if the scion is in the ocean) form within a mile of the cradle or scion.
* ShockwaveStomp: WeatherManipulation: A scion of Surtur can create a shockwave while moving, capable Stronmaus' elemental might allows it to call down blades of breaking other creatures' concentration.
lightning, boulder-sized hailstones, acid rains and freezing blizzards.
* WalkingWasteland: A scion of Surtur inhibits precipitation in a radius of 6 miles WeirdWeather: The weather around itself, parching a cradle of the land and withering most plant life.storm scion can change drastically from day to day, going from pleasant sunshine to vicious hailstorms without warning.



[[folder:Scion of Thrym]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_thrym_5e.png]]

to:

[[folder:Scion of Thrym]]
Surtur]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_thrym_5e.org/pmwiki/pub/images/d&d_scion_of_surtur_5e.png]]



->'''Challenge Rating:''' 24 (5E)\\

to:

->'''Challenge Rating:''' 24 25 (5E)\\



An isolated glacier or drifting iceberg can serve as the cradle for a scion of Thrym, allowing nearby wildlife to flourish if they can withstand the bitter cold. If awakened, a frost scion immediately charges at anything that dares challenge it.

to:

An isolated glacier or drifting iceberg can serve as the A fire scion's cradle for a scion of Thrym, allowing nearby wildlife to flourish if they can withstand be found in the bitter cold. If peak of a volcano, and its presence makes minerals and ore more common nearby, though its dreams of conquest can cause its shelter to rumble and erupt. When awakened, a frost scion immediately charges at anything that dares challenge it.of Surtur sets off to gather an army of fire giants and realize its visions of victory.



* ElementalWeapon: A frost scion wields a greataxe made of solid ice.
* AnIcePerson: A cradle of the frost scion can hurl shards of ice at enemies, or exhale a blast of frigid air to freeze foes in place.
* LauncherMove: A scion of Thrym is so prodigiously strong that it can tear an icy glacier out of the ground and hurl it skyward. Everyone in a 30-foot radius of the attack who fails their Dexterity save takes a load of bludgeoning and cold damage ''and'' is sent 100 feet into the air to fall back to the ground...
* MeteorSummoningAttack: ...and then on its next turn, the frost scion sends the mass of ice crashing down for another dose of bludgeoning and frost damage.
* ShockwaveStomp: A scion of Thrym can create a shockwave while moving, capable of breaking other creatures' concentration.
* {{Snowlems}}: A frost scion's cradle can animate a bipedal figure made of ice and snow to defend the slumbering scion.

to:

* AppeaseTheVolcanoGod: Nearby creatures might try to offer sacrifices to appease the volcano housing a scion of Surtur, to little success -- the scion's cradle will attack anything that intrudes.
* ElementalWeapon: A frost fire scion wields a greataxe made sword of solid ice.
magma.
* AnIcePerson: LivingLava: A cradle of the frost fire scion can hurl shards resembles a bipedal mass of ice at enemies, or exhale molten rock that fights like a blast of frigid air to freeze foes in place.
living volcano.
* LauncherMove: A PlayingWithFire: Unsurprisingly, a scion of Thrym is so prodigiously strong that it Surtur and its cradle can tear an icy glacier out of the ground and hurl it skyward. Everyone in a 30-foot radius of the attack who fails their Dexterity save takes a load with blasts of bludgeoning volcanic gas and cold damage ''and'' is sent 100 feet into the air to fall back to the ground...
* MeteorSummoningAttack: ...
fire, geysers of lava, superheated smoke, and then on its next turn, the frost scion sends the mass of ice crashing down for another dose of bludgeoning and frost damage.
so forth.
* ShockwaveStomp: A scion of Thrym Surtur can create a shockwave while moving, capable of breaking other creatures' concentration.
* {{Snowlems}}: WalkingWasteland: A frost scion's cradle can animate a bipedal figure made scion of ice Surtur inhibits precipitation in a radius of 6 miles around itself, parching the land and snow to defend the slumbering scion.withering most plant life.


Added DiffLines:

[[folder:Scion of Thrym]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_thrym_5e.png]]
[[caption-width-right:350:5e]]
->'''Challenge Rating:''' 24 (5E)\\
'''Alignment:''' LawfulEvil

An isolated glacier or drifting iceberg can serve as the cradle for a scion of Thrym, allowing nearby wildlife to flourish if they can withstand the bitter cold. If awakened, a frost scion immediately charges at anything that dares challenge it.
----
* ElementalWeapon: A frost scion wields a greataxe made of solid ice.
* AnIcePerson: A cradle of the frost scion can hurl shards of ice at enemies, or exhale a blast of frigid air to freeze foes in place.
* LauncherMove: A scion of Thrym is so prodigiously strong that it can tear an icy glacier out of the ground and hurl it skyward. Everyone in a 30-foot radius of the attack who fails their Dexterity save takes a load of bludgeoning and cold damage ''and'' is sent 100 feet into the air to fall back to the ground...
* MeteorSummoningAttack: ...and then on its next turn, the frost scion sends the mass of ice crashing down for another dose of bludgeoning and frost damage.
* ShockwaveStomp: A scion of Thrym can create a shockwave while moving, capable of breaking other creatures' concentration.
* {{Snowlems}}: A frost scion's cradle can animate a bipedal figure made of ice and snow to defend the slumbering scion.
[[/folder]]
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Added DiffLines:

[[folder:Beast Giant]]
[[quoteright:328:https://static.tvtropes.org/pmwiki/pub/images/d&d_beast_giant_4e.png]]
[[caption-width-right:328:4e]]
->'''Origin:''' ''TabletopGame/DarkSun''\\
'''Challenge Rating:''' 15 (standard), 20 (titan) (4E)\\
'''Alignment:''' NeutralEvil (2E), Unaligned (4E)

Mutant giants who stand 15 to 20 feet tall, easily identified by their bestial heads. Like many Athasian creatures, they possess innate psionics, and most beast giants live on islands in the Sea of Silt.
----
* EyeOfNewt: Beasthead giant blood can be used as a spell component for druids and preservers, while their heads can provide more -- an eagle-headed beast giant's feathers can be used with ''feather fall'', for example.
* NonHumanHead: They have the heads of various living or extinct animals, from goats, wolves and eagles to Athasian species like braxats, id fiends and kirres. Most beasthead giant clans are composed of members with the same type of head, which in 2nd Edition affects the damage of their bite attack.
* PowerCopying: 4th Edition beast giants can mimick an opponent's at-will or once-per-encounter special attack, using it the giant's next turn as if the creature they're copying had triggered it.
* PsychicPowers: In 2nd Edition they know various clairsentience and telepathy powers such as ''aura sight'', ''psionic blast'' and ''life detection''.
[[/folder]]

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Changed: 1531

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[[folder:Sand Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat and broad for giants, and try to avoid wearing metal armor in their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services as guides through the desert.

to:

[[folder:Sand [[folder:Reef Giant]]
[[quoteright:350:https://static.[[quoteright:185:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
org/pmwiki/pub/images/d&d_reef_giant_2e.jpg]]
[[caption-width-right:185:2e]]
->'''Origin:''' ''TabletopGame/AlQadim''\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat
NeutralGood

16-foot-tall amphibious giants who dwell on tropical islands near coral reefs, sustaining themselves on flocks of sheeps
and broad for giants, and try to avoid wearing metal armor in their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services goats as guides through well as the desert.ocean's bounty.



* DigAttack: Sand giants have a pretty slow burrowing speed, which they use to bury themselves in the sand in preparation of an ambush.
* MagicKnight: They can use ''meld into stone'' and ''statue'' once per day, or create a shimmering heat effect around them at will to duplicate the effects of a ''blur'' spell.
* SandBlaster: Sand giants' signature weapon is the aptly-named sand blaster, a long, hollow tube they pack with five pounds of sand. Not only does getting blasted by the thing hurt, victims also have to save or be tormented by itching skin and burning eyes, imposing a penalty on attack rolls and Armor Class for three rounds.
* SinisterScimitar: They prefer Large-sized scimitars in close combat, though as Lawful Neutral beings, they aren't too sinister.

to:

* DigAttack: Sand BigFancyHouse: Reef giants have a pretty slow burrowing speed, build their homes into island hills and gorges, dwellings that look like mere huts from the outside, but inside are "remarkably well-appointed mansions" filled with furniture and decorations passed down over generations.
* CompeteForTheMaidensHand: A reef giant family's eldest daughter is expected to care for her parents in their old age, but also inherits their mansion and all its treasures. This leads reef giant bachelors to hold diving, fishing and surfing competitions to prove their worthiness to said maidens, during
which they use to bury themselves in the sand in preparation of an ambush.
they'll also sabotage their rivals "by any means possible."
* MagicKnight: They can use ''meld into stone'' and ''statue'' once MakingASplash: Once per day, a reef giant can summon a whirlpool strong enough to deal damage and potentially drown swimmers, but not strong enough to harm ships.
* NoSell: Their immune to water-
or create a shimmering heat effect around them at will to duplicate the effects of a ''blur'' spell.
ice-based attacks.
* SandBlaster: Sand giants' signature weapon is the aptly-named sand blaster, a long, hollow tube ProngsOfPoseidon: Like ocean giants, they pack with five pounds of sand. Not only does getting blasted by the thing hurt, victims also have to save or be tormented by itching skin and burning eyes, imposing a penalty on attack rolls and Armor Class for three rounds.
* SinisterScimitar: They
prefer Large-sized scimitars in close combat, though as Lawful Neutral beings, to fight with oversized tridents.
* ProudMerchantRace: Though reef giants are typically loners,
they aren't too sinister.also commonly make trade agreements with humans and other mercantile neighbors, exchanging pearls and other ocean goods for cloth, sweets and metal goods. This unfortunately means reef giants don't get along with other oceandwelling races like merfolk and tritons.


Added DiffLines:

[[folder:Sand Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat and broad for giants, and try to avoid wearing metal armor in their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services as guides through the desert.
----
* DigAttack: Sand giants have a pretty slow burrowing speed, which they use to bury themselves in the sand in preparation of an ambush.
* MagicKnight: They can use ''meld into stone'' and ''statue'' once per day, or create a shimmering heat effect around them at will to duplicate the effects of a ''blur'' spell.
* SandBlaster: Sand giants' signature weapon is the aptly-named sand blaster, a long, hollow tube they pack with five pounds of sand. Not only does getting blasted by the thing hurt, victims also have to save or be tormented by itching skin and burning eyes, imposing a penalty on attack rolls and Armor Class for three rounds.
* SinisterScimitar: They prefer Large-sized scimitars in close combat, though as Lawful Neutral beings, they aren't too sinister.
[[/folder]]

Added: 1666

Changed: 7036

Removed: 301

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[[folder:Dusk Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusk_giant_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 4 (least), 9 (lesser), 14 (greater) (3E)\\
'''Alignment:''' ChaoticEvil

These predatory giants lair near humanoid settlements, as they grow larger and more powerful with every sentient being they consume. Unfortunately for them, the giants must continue killing and eating or revert to their smaller, weaker forms.

to:

[[folder:Dusk [[folder:Desolation Giant]]
[[quoteright:350:https://static.[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/d&d_dusk_giant_3e.png]]
[[caption-width-right:350:3e]]
->'''Challenge
org/pmwiki/pub/images/d&d_desolation_giant_3e.png]]
[[caption-width-right:200:3e]]
->'''Origin:''' ''Literature/{{Dragonlance}}''\\
'''Challenge
Rating:''' 4 (least), 9 (lesser), 14 (greater) 7 (3E)\\
'''Alignment:''' ChaoticEvil

These predatory giants lair near humanoid settlements, as they grow larger and more powerful with every sentient being they consume. Unfortunately for them,
NeutralEvil

The twisted creations of
the giants must continue killing and eating or revert to their smaller, weaker forms.Dragon Overlord Malystryx, who now inhabit the wasteland that was formerly Goodlund.



* AllTrollsAreDifferent: Dusk giants are about as closely related to trolls as they are to true giants, and have decidedly trollish facial features, though no HealingFactor. On the upside, they're much more intelligent than trolls and capable of ambushing prey when necessary, though while they're smart enough to learn to use weapons, dusk giants find it difficult to do so given their constantly changing sizes.
* CastingAShadow: Dusk giants are surrounded by a pall of twlight, dimming light around them and imposing morale penalties on opponents' saving throws.
* InTheHood: "Least" dusk giants can pass themselves as bulky humans or half-orcs with the help of a hooded cloak, at least until they're close enough to attack a victim.
* SizeShifter: Not by choice. Dusk giants pass through three different stat blocks based on how well they've fed, and thus can range in size from a six-foot, Medium-sized "least" dusk giant to a Huge, 20-foot "greater" dusk giant.
* ToServeMan: Dusk giants grow larger by consuming other creatures, especially sentient ones, gaining increased physical and magical capabilities in the process. But even after they consume enough Hit Dice to increase their size category, dusk giants have to keep eating to maintain their new power, and again, consuming sentient prey is much more efficient than eating dumb animals.

to:

* AllTrollsAreDifferent: Dusk giants are about as closely related PrimalStance: They're 15 feet tall but permanently hunched, with bulging arms hanging to trolls as they are to true giants, and have decidedly trollish facial features, though no HealingFactor. On the upside, they're much more intelligent than trolls and capable of ambushing prey when necessary, though while they're smart enough to learn to use weapons, dusk giants find it difficult to do so given their constantly changing sizes.
ankles.
* CastingAShadow: Dusk giants are surrounded by TransformationHorror: The transition into a pall desolation giant takes years, with occasional months-long growth spurts of twlight, dimming light around them and imposing morale penalties on opponents' saving throws.
several feet at a time, but the process always renders the subject quite insane.
* InTheHood: "Least" dusk giants can pass themselves as bulky WasOnceAMan: They were formerly humans or half-orcs drawn to Malys in hopes that by joining the dragon, they could attain wealth and power. Instead she infused them with the help same energies that reduced Goodlund to the Desolation, warping them into misshapen brutes with patches of a hooded cloak, at least until they're close enough to attack a victim.
rough hair and digitrade legs.
* SizeShifter: Not by choice. Dusk WorthyOpponent: Malystryx intended the desolation giants pass through three different stat blocks based on how well they've fed, to be her minions, but instead they refused to follow her orders and thus can range in size from a six-foot, Medium-sized "least" dusk giant continued to a Huge, 20-foot "greater" dusk giant.
* ToServeMan: Dusk giants grow larger by consuming other creatures, especially sentient ones, gaining increased physical and magical capabilities in
defy the process. But dragon even after they consume enough Hit Dice to increase she killed half of their size category, dusk number. By that point, "Malys found she actually had to begrudge the twisted creatures some respect," and allowed the survivors to settle in her domain as independent wanderers.
* WoundedGazelleGambit: Desolation
giants have been known to keep eating to maintain their new power, and again, consuming sentient prey is much more efficient than eating dumb animals.lure victims in by acting as gentle, pitiful victims, "before turning on them with an expression of insane, murderous intent."



[[folder:Eldritch Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_eldritch_giant_3e.jpg]]

to:

[[folder:Eldritch [[folder:Dusk Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_eldritch_giant_3e.jpg]]org/pmwiki/pub/images/d&d_dusk_giant_3e.png]]



->'''Challenge Rating:''' 15 (3E), 18 (4E)\\
'''Alignment:''' NeutralEvil (3E), Evil (4E)

Unusually for their kind, eldritch giants are fascinated by arcane magic, items of power, and the art of spellcrafting. Though cruel and selfish by nature, they are generally too focused on the pursuit of magical power to bother with other creatures, and smart enough to bargain fairly when necessary.

to:

->'''Challenge Rating:''' 15 (3E), 18 (4E)\\
4 (least), 9 (lesser), 14 (greater) (3E)\\
'''Alignment:''' NeutralEvil (3E), Evil (4E)

Unusually for their kind, eldritch
ChaoticEvil

These predatory
giants are fascinated by arcane magic, items of power, and the art of spellcrafting. Though cruel and selfish by nature, lair near humanoid settlements, as they are generally too focused on the pursuit of magical power to bother grow larger and more powerful with other creatures, every sentient being they consume. Unfortunately for them, the giants must continue killing and smart enough eating or revert to bargain fairly when necessary.their smaller, weaker forms.



* AmazingTechnicolorPopulation: An eldritch giant's skin is tinged faint purple.
* MageSpecies: They have innate spell-like abilities that let them wield magic like ''greater dispel magic'' and ''magic missile'' at will, or ''dimension door'' and ''globe of invulnerability'' three times per day. Beyond that, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if they were accomplished wizards.
* MagicKnight: Eldritch giants combine that aforementioned innate magic with giant strength, and are fully capable of wading into combat wielding a giant-sized bastard sword and wearing full plate while also slinging spells.
* PowerTattoo: Their bodies are covered with tattoos of arcane symbols, which presumably contribute to their spellcasting.
* TheRedMage: Eldritch giant confessors supplement their innate arcane spellcasting with levels of cleric. They believe in the sanctity of magic itself, which to them means [[TautologicalTemplar anything done with magic is morally justified.]]
* VillainsOutShopping: Eldritch giants are certifiably Evil, but their entry mentions that they'll occasionally have to leave their isolated lairs and visit the settlements of the smaller races in order to purchase paper, ink and rare components for their scrolls and magic item construction projects.

to:

* AmazingTechnicolorPopulation: An eldritch giant's skin is tinged faint purple.
* MageSpecies: They have innate spell-like abilities that let them wield magic like ''greater dispel magic'' and ''magic missile'' at will, or ''dimension door'' and ''globe of invulnerability'' three times per day. Beyond that, all eldritch
AllTrollsAreDifferent: Dusk giants are comfortable enough with magic about as closely related to be able to use magic items or cast spells from scrolls trolls as if they were accomplished wizards.
* MagicKnight: Eldritch giants combine that aforementioned innate magic with giant strength,
are to true giants, and are fully have decidedly trollish facial features, though no HealingFactor. On the upside, they're much more intelligent than trolls and capable of wading into combat wielding a giant-sized bastard sword and wearing full plate ambushing prey when necessary, though while also slinging spells.
* PowerTattoo: Their bodies are covered with tattoos of arcane symbols, which presumably contribute
they're smart enough to learn to use weapons, dusk giants find it difficult to do so given their spellcasting.
constantly changing sizes.
* TheRedMage: Eldritch giant confessors supplement their innate arcane spellcasting with levels of cleric. They believe in the sanctity of magic itself, which to them means [[TautologicalTemplar anything done with magic is morally justified.]]
* VillainsOutShopping: Eldritch
CastingAShadow: Dusk giants are certifiably Evil, but surrounded by a pall of twlight, dimming light around them and imposing morale penalties on opponents' saving throws.
* InTheHood: "Least" dusk giants can pass themselves as bulky humans or half-orcs with the help of a hooded cloak, at least until they're close enough to attack a victim.
* SizeShifter: Not by choice. Dusk giants pass through three different stat blocks based on how well they've fed, and thus can range in size from a six-foot, Medium-sized "least" dusk giant to a Huge, 20-foot "greater" dusk giant.
* ToServeMan: Dusk giants grow larger by consuming other creatures, especially sentient ones, gaining increased physical and magical capabilities in the process. But even after they consume enough Hit Dice to increase
their entry mentions that they'll occasionally size category, dusk giants have to leave keep eating to maintain their isolated lairs new power, and visit the settlements of the smaller races in order to purchase paper, ink and rare components for their scrolls and magic item construction projects.again, consuming sentient prey is much more efficient than eating dumb animals.



[[folder:Fog Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_fog_giant_3e.jpg]]

to:

[[folder:Fog [[folder:Eldritch Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_fog_giant_3e.org/pmwiki/pub/images/d&d_eldritch_giant_3e.jpg]]



->'''Challenge Rating:''' 8 (3E), 11 (5E)\\
'''Alignment:''' NeutralGood or NeutralEvil

Unusually stealthy for 24-foot-tall creatures, these pallid, white-haired giants are also more intelligent than their simplistic equipment would suggest. They prefer to live in caves and thickets in the most inaccessible coasts, forests or marshes, and hunt in groups under the cover of heavy fog or mist.

to:

->'''Challenge Rating:''' 8 15 (3E), 11 (5E)\\
18 (4E)\\
'''Alignment:''' NeutralGood or NeutralEvil

NeutralEvil (3E), Evil (4E)

Unusually stealthy for 24-foot-tall their kind, eldritch giants are fascinated by arcane magic, items of power, and the art of spellcrafting. Though cruel and selfish by nature, they are generally too focused on the pursuit of magical power to bother with other creatures, these pallid, white-haired giants are also more intelligent than their simplistic equipment would suggest. They prefer to live in caves and thickets in the most inaccessible coasts, forests or marshes, and hunt in groups under the cover of heavy fog or mist.smart enough to bargain fairly when necessary.



* BadWithTheBone[=/=]CarryABigStick: When they aren't wielding bleached tree trunks as simple clubs, fog giants like to use massive polished bones as weapons.
* NemeanSkinning: Most fog giants go without armor, since it interferes with their stealth, but at least one clan is known for crafting white dragon hide armor.
* RiteOfPassage: Fog giants greatly value silver, and traditionally young fog giants aren't allowed to mate until they've acquired at least one large silver ornament. Young adults sometimes go off on quests to find such goods, or will barter goods and services for silver from other races.
* SapientEatSapient: Their entry notes that they're fond of roast hoofed animals: horses, cows, deer, elk, [[BreadEggsMilkSquick centaurs...]]
* StealthyColossus: Fog giants are Huge creatures with the extraordinary ability to blend in with heavy fog, gaining a bonus on their Hide checks that nearly counteracts their size-based penalty.
* SweetTooth: They have a fondness for fruit and sugary confections.

to:

* BadWithTheBone[=/=]CarryABigStick: When AmazingTechnicolorPopulation: An eldritch giant's skin is tinged faint purple.
* MageSpecies: They have innate spell-like abilities that let them wield magic like ''greater dispel magic'' and ''magic missile'' at will, or ''dimension door'' and ''globe of invulnerability'' three times per day. Beyond that, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if
they aren't were accomplished wizards.
* MagicKnight: Eldritch giants combine that aforementioned innate magic with giant strength, and are fully capable of wading into combat
wielding bleached tree trunks as simple clubs, fog giants like to use massive polished bones as weapons.
a giant-sized bastard sword and wearing full plate while also slinging spells.
* NemeanSkinning: Most fog giants go without armor, since it interferes PowerTattoo: Their bodies are covered with tattoos of arcane symbols, which presumably contribute to their stealth, but at least one clan spellcasting.
* TheRedMage: Eldritch giant confessors supplement their innate arcane spellcasting with levels of cleric. They believe in the sanctity of magic itself, which to them means [[TautologicalTemplar anything done with magic
is known for crafting white dragon hide armor.
* RiteOfPassage: Fog giants greatly value silver, and traditionally young fog giants aren't allowed to mate until they've acquired at least one large silver ornament. Young adults sometimes go off on quests to find such goods, or will barter goods and services for silver from other races.
* SapientEatSapient: Their entry notes that they're fond of roast hoofed animals: horses, cows, deer, elk, [[BreadEggsMilkSquick centaurs...
morally justified.]]
* StealthyColossus: Fog VillainsOutShopping: Eldritch giants are Huge creatures with the extraordinary ability to blend in with heavy fog, gaining a bonus on certifiably Evil, but their Hide checks entry mentions that nearly counteracts they'll occasionally have to leave their size-based penalty.
* SweetTooth: They have a fondness
isolated lairs and visit the settlements of the smaller races in order to purchase paper, ink and rare components for fruit their scrolls and sugary confections.magic item construction projects.



[[folder:Fog Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_fog_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 8 (3E), 11 (5E)\\
'''Alignment:''' NeutralGood or NeutralEvil

Unusually stealthy for 24-foot-tall creatures, these pallid, white-haired giants are also more intelligent than their simplistic equipment would suggest. They prefer to live in caves and thickets in the most inaccessible coasts, forests or marshes, and hunt in groups under the cover of heavy fog or mist.
----
* BadWithTheBone[=/=]CarryABigStick: When they aren't wielding bleached tree trunks as simple clubs, fog giants like to use massive polished bones as weapons.
* NemeanSkinning: Most fog giants go without armor, since it interferes with their stealth, but at least one clan is known for crafting white dragon hide armor.
* RiteOfPassage: Fog giants greatly value silver, and traditionally young fog giants aren't allowed to mate until they've acquired at least one large silver ornament. Young adults sometimes go off on quests to find such goods, or will barter goods and services for silver from other races.
* SapientEatSapient: Their entry notes that they're fond of roast hoofed animals: horses, cows, deer, elk, [[BreadEggsMilkSquick centaurs...]]
* StealthyColossus: Fog giants are Huge creatures with the extraordinary ability to blend in with heavy fog, gaining a bonus on their Hide checks that nearly counteracts their size-based penalty.
* SweetTooth: They have a fondness for fruit and sugary confections.
[[/folder]]



* DualModeUnit: Hunched giants normally go about in a PrimalStance with their knuckles nearly scraping the cave floor, but given space can straighten up to their full height -- "an agonizing, joint-popping experience for the maur, though it relishes the change." While "unfurled," a maur gains hefty stat bonuses, including morale bonuses to their Armor Class and saving throws, and can tap into their storm giant ancestry to [[ShockAndAwe cast electrifying magic]] like ''call lightning'' and ''{{chain lightning}}''.

to:

* DualModeUnit: Hunched giants normally go about in a PrimalStance with their knuckles nearly scraping the cave floor, but given space can straighten up to their full height -- "an agonizing, joint-popping experience for the maur, though it relishes the change." While "unfurled," a maur grows from Large to Huge, gains hefty stat bonuses, bonuses including morale bonuses to their Armor Class and saving throws, and can tap into their storm giant ancestry to [[ShockAndAwe cast electrifying magic]] like ''call lightning'' and ''{{chain lightning}}''.

Added: 1609

Changed: 1736

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* GentleGiant: They have little appetite for combat and compared to other giant kindreds, and prefer to keep to themselves, only rarely emerging from their jungles to trade with outsiders.

to:

* GentleGiant: They have little appetite for combat and compared to other giant kindreds, and prefer to keep to themselves, only rarely emerging from their jungles to trade with outsiders.



[[folder:Sand Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat and broad for giants, and try to avoid wearing metal armor in their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services as guides through the desert.

to:

[[folder:Sand [[folder:Primordial Giant]]
[[quoteright:350:https://static.[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge
org/pmwiki/pub/images/d&d_primordial_giant_3e.png]]
[[caption-width-right:349:Primordial sun giant (3e)]]
->'''Origin:''' ''TabletopGame/{{Eberron}}''\\
'''Challenge
Rating:''' 10 As base giant (3E)\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat
As base giant

Studious
and broad for giants, and try civilized giants who seek to avoid wearing metal armor in recapture the enlightenment of their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services as guides through the desert.lost empire.



* DigAttack: Sand giants have a pretty slow burrowing speed, which they use to bury themselves in the sand in preparation of an ambush.
* MagicKnight: They can use ''meld into stone'' and ''statue'' once per day, or create a shimmering heat effect around them at will to duplicate the effects of a ''blur'' spell.
* SandBlaster: Sand giants' signature weapon is the aptly-named sand blaster, a long, hollow tube they pack with five pounds of sand. Not only does getting blasted by the thing hurt, victims also have to save or be tormented by itching skin and burning eyes, imposing a penalty on attack rolls and Armor Class for three rounds.
* SinisterScimitar: They prefer Large-sized scimitars in close combat, though as Lawful Neutral beings, they aren't too sinister.

to:

* DigAttack: Sand HeKnowsTooMuch: It's mentioned that primordial giants have a pretty slow burrowing speed, which they use are so eager for arcane knowledge that they're willing to bury themselves in the sand in preparation of an ambush.
* MagicKnight: They can use ''meld into stone'' and ''statue'' once per day, or create a shimmering heat effect around them at
trade with other races' spellcasters, but evil giants will then try to duplicate the effects kill their fellow mage out of a ''blur'' spell.
embarrassment for having to rely on an "inferior being" for aid.
* SandBlaster: Sand MageSpecies: These giants' signature weapon is the aptly-named sand blaster, a long, hollow tube they pack with five pounds study of sand. Not only does getting blasted by the thing hurt, victims their ancestors' magic lets them cast ''invisibility'', ''invisibility purge'' or ''levitate'' at will, and use spell-like abilities at a boosted caster level. They also have a tendency to save or be tormented by itching skin take up the warlock class.
* ProudScholarRace: Primordial giants are obsessed with their once-mighty empire,
and burning eyes, imposing a penalty on attack rolls pore over ancient tomes, delve into lost ruins, and Armor Class for three rounds.
try to replicate magical artifacts from the dawn of history.
* SinisterScimitar: They prefer Large-sized scimitars in close combat, TheRightOfASuperiorSpecies: Evil primordial giants consider themselves so far above "lesser" creatures that they view the killing of other intelligent beings as no different than slaughtering cattle.
* SquishyWizard: Only comparatively. The "primordial giant" template confers bonuses to Intelligence and Charisma, and penalties to Strength and Constitution,
though as Lawful Neutral beings, they aren't too sinister.since the base creature is still a ''giant'', these penalties won't amount to much.


Added DiffLines:

[[folder:Sand Giant]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_sand_giant_3e.jpg]]
[[caption-width-right:350:3e]]
->'''Challenge Rating:''' 10 (3E)\\
'''Alignment:''' LawfulNeutral

These 12-foot-tall desert-dwellers are squat and broad for giants, and try to avoid wearing metal armor in their home climes. They are by no means isolationists, and often profit by making their kingdoms important caravan stops, or selling their services as guides through the desert.
----
* DigAttack: Sand giants have a pretty slow burrowing speed, which they use to bury themselves in the sand in preparation of an ambush.
* MagicKnight: They can use ''meld into stone'' and ''statue'' once per day, or create a shimmering heat effect around them at will to duplicate the effects of a ''blur'' spell.
* SandBlaster: Sand giants' signature weapon is the aptly-named sand blaster, a long, hollow tube they pack with five pounds of sand. Not only does getting blasted by the thing hurt, victims also have to save or be tormented by itching skin and burning eyes, imposing a penalty on attack rolls and Armor Class for three rounds.
* SinisterScimitar: They prefer Large-sized scimitars in close combat, though as Lawful Neutral beings, they aren't too sinister.
[[/folder]]

Added: 2031

Changed: 1872

Is there an issue? Send a MessageReason:
None


[[folder:Maur (Hunched Giant)]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_maur_giant_3e.jpg]]

to:

[[folder:Maur (Hunched Giant)]]
[[folder:Jungle Giant]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_maur_giant_3e.org/pmwiki/pub/images/d&d_jungle_giant_3e.jpg]]



->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 11 (3E)\\

to:

->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
''TabletopGame/{{Eberron}}''\\
'''Challenge Rating:''' 11 (3E)\\8 (3E)\\
'''Playable:''' 3E\\



Former storm giants who have spent generations in the Underdark, becoming pallid and stooped beings. They are desperate to be free of the depths, but must prioritize defending their enclaves against threats like the mind flayers, or simply finding enough food to survive in the Underdark.

to:

Former storm These jungle-dwelling nomads stand twice the height of a man, and are generally reclusive and inoffensive, though they have long memories.

For the jungle
giants who have spent generations in of 2nd Edition, see the Underdark, becoming pallid and stooped beings. They are desperate to be free of the depths, but must prioritize defending their enclaves against threats like the mind flayers, or simply finding enough food to survive in the Underdark."forest giant" folder.



* DishingOutDirt: They know earthen magic like ''move earth'' and ''meld into stone''.
* DualModeUnit: Hunched giants normally go about in a PrimalStance with their knuckles nearly scraping the cave floor, but given space can straighten up to their full height -- "an agonizing, joint-popping experience for the maur, though it relishes the change." While "unfurled," a maur gains hefty stat bonuses, including morale bonuses to their Armor Class and saving throws, and can tap into their storm giant ancestry to [[ShockAndAwe cast electrifying magic]] like ''call lightning'' and ''{{chain lightning}}''.
* TheMorlocks: Subverted; maurs are descended from a band of storm giants who were banished to the Underdark for [[NoodleIncident some long-forgotten crime]], and after thousands of years have become very different beings. But they have worked to retain their ancestors' high culture, and are nowhere near as brutish as they appear.
* SuperScream: Once per day, and within a stone or earthen enclosure, a hunched giant can scream loud enough to deal hefty sonic damage in a 60-foot-cone, also potentially stunning and defeaning those affected.

to:

* DishingOutDirt: BewilderingPunishment: Jungle giants may attack (or aid) other beings based not on their actions, but the giants' past experiences. This can lead a tribe to attack travelers because they resemble some passersby who insulted the giants half a century ago.
* GentleGiant:
They have little appetite for combat and compared to other giant kindreds, and prefer to keep to themselves, only rarely emerging from their jungles to trade with outsiders.
* GreenThumb: Jungle giants
know earthen magic like ''move earth'' ''entangle'', ''snare'' and ''meld into stone''.
''wood shape''.
* DualModeUnit: Hunched giants normally go about InHarmonyWithNature: They're omnivorous, but have a great respect for nature, and never forage or hunt beyond the land's ability to recover.
* PlantPerson: They're still Giants, not Plants, but jungle giants' skin has a barklike texture (and grants them a hefty natural armor bonus), and their fur resembles tree moss, both of which help them blend
in a PrimalStance with their knuckles nearly scraping the cave floor, but given space can straighten up to their full height -- "an agonizing, joint-popping experience for the maur, though it relishes the change." While "unfurled," a maur gains hefty stat bonuses, including morale bonuses to their Armor Class and saving throws, and can tap into their storm giant ancestry to [[ShockAndAwe cast electrifying magic]] like ''call lightning'' and ''{{chain lightning}}''.
* TheMorlocks: Subverted; maurs are descended from a band of storm giants who were banished to the Underdark for [[NoodleIncident some long-forgotten crime]], and after thousands of years have become very different beings. But they have worked to retain their ancestors' high culture, and are nowhere near as brutish as they appear.
* SuperScream: Once per day, and within a stone or earthen enclosure, a hunched giant can scream loud enough to deal hefty sonic damage in a 60-foot-cone, also potentially stunning and defeaning those affected.
surroundings.



[[folder:Maur (Hunched Giant)]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/d&d_maur_giant_3e.jpg]]
[[caption-width-right:349:3e]]
->'''Origin:''' ''TabletopGame/ForgottenRealms''\\
'''Challenge Rating:''' 11 (3E)\\
'''Alignment:''' TrueNeutral

Former storm giants who have spent generations in the Underdark, becoming pallid and stooped beings. They are desperate to be free of the depths, but must prioritize defending their enclaves against threats like the mind flayers, or simply finding enough food to survive in the Underdark.
----
* DishingOutDirt: They know earthen magic like ''move earth'' and ''meld into stone''.
* DualModeUnit: Hunched giants normally go about in a PrimalStance with their knuckles nearly scraping the cave floor, but given space can straighten up to their full height -- "an agonizing, joint-popping experience for the maur, though it relishes the change." While "unfurled," a maur gains hefty stat bonuses, including morale bonuses to their Armor Class and saving throws, and can tap into their storm giant ancestry to [[ShockAndAwe cast electrifying magic]] like ''call lightning'' and ''{{chain lightning}}''.
* TheMorlocks: Subverted; maurs are descended from a band of storm giants who were banished to the Underdark for [[NoodleIncident some long-forgotten crime]], and after thousands of years have become very different beings. But they have worked to retain their ancestors' high culture, and are nowhere near as brutish as they appear.
* SuperScream: Once per day, and within a stone or earthen enclosure, a hunched giant can scream loud enough to deal hefty sonic damage in a 60-foot-cone, also potentially stunning and defeaning those affected.
[[/folder]]



For other creatures known as "gargantua," see the relevant folder on the main creature index.

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For other creatures known as "gargantua," see [[Characters/DungeonsAndDragonsCreaturesG the relevant folder on the main creature index.]]

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* {{Cult}}: Some giants, particularly hill and frost giants who value raw strength, may be tempted into the worship of demon lords like Baphomet, Kostchtchie or Yeenoghu. Other giants are drawn to the cults of the Elder Elemental Eye due to their kind's close association with elemental power.
-->'''Diancastra:''' It's hard to express just how deeply most giants loathe and distrust those who turn to the service of interloper gods. It's not about religion; it's a betrayal of family.



Some giant enclaves immersed themselves in elemental power, forsaking their flesh and some of their stature in the process.

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Some giant enclaves immersed themselves in elemental power, forsaking their flesh and some of their stature in the process. The resulting hulks are more elemental than giant, though still display signs of their heritage.



* DefeatEqualsExplosion: Hulks tend to explode in 10-foot-radius bursts of elemental energy, which might deal damage and inflict status effects like blindness on those caught in the blast.

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* DefeatEqualsExplosion: Hulks Slain hulks tend to explode in 10-foot-radius bursts of elemental energy, which might deal damage and inflict status effects like blindness on upon those caught in the blast.



* EmotionBomb: Mist hulks are gloomy and dour creatures, whose wails of anguish deal psychic damage and can incapacitate other creatures.
-->'''Diancastra:''' I mourn for the hulks, all of them. The sight of a mist hulk in particular fills me with a melancholy that is hard to shake off.\\
'''Bigby:''' In all seriousness, it's best not to get caught up in what these hulks were or might have become had things gone differently for them. They're dangerous, and most of them do not wish you well. Act accordingly.



* PsychoElectro: Downplayed; lightning hulks aren't actively evil, but their mental state is described as "incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants."

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* PsychoElectro: Downplayed; lightning hulks aren't actively evil, but their mental state is described as "incoherent: a lightning hulk rushes from one place to another with "incoherent," so that they dart about "with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants."
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* {{Curse}}: They can cast a "baleful hex" on any creature they can see, completely incapacitating them for a turn unless they succeed a high saving throw.


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[[folder:Hulk]]
[[quoteright:232:https://static.tvtropes.org/pmwiki/pub/images/d&d_dust_hulk_5e.png]]
[[caption-width-right:232:Dust hulk (5e)]]
->'''Classification:''' Elemental (5E)\\
'''Challenge Rating:''' 3 (mud), 5 (dust, rime), 6 (mist), 7 (cinder), 9 (lightning) (5E)\\
'''Alignment:''' ChaoticNeutral (dust, lightning, mist), ChaoticEvil (cinder, mud) NeutralEvil (rime)

Some giant enclaves immersed themselves in elemental power, forsaking their flesh and some of their stature in the process.
----
* AxeCrazy: Cinder hulks want nothing but "to burn as much as they can until their own flames are extinguished."
* DefeatEqualsExplosion: Hulks tend to explode in 10-foot-radius bursts of elemental energy, which might deal damage and inflict status effects like blindness on those caught in the blast.
* ElementalEmbodiment: They look like humanoid elementals, or perhaps the six main giant kindreds distilled to their elemental essence. This also lets them make attacks with their constituent element: cinder hulks can unleash waves of damaging cinders, rime hulks leave a trail of chilling frost as they move, lightning hulks can damage other creatures in their space, and so forth.
* NonMaliciousMonster: Dust hulks retain the stone giants' commitment to art, using their swirling bodies as living art pieces as they dance through the air.
* PsychoElectro: Downplayed; lightning hulks aren't actively evil, but their mental state is described as "incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants."
* SwallowedWhole: Mud hulks inherit their hill giant ancestors' appetite, only they can now simply engulf smaller creatures with their amorphous bodies.
[[/folder]]

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Note that this page concerns creatures given the "X giant" label, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general.

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Note that this page concerns creatures given the "X giant" label, label and their derivitives, not every creature with the Giant creature type -- see the [[Characters/DungeonsAndDragonsCreatureTypes Creature Types subpage]] for information about Giants in general.



!Scions of Giants' Gods

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!Scions of the Giants' Gods


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!Related Creatures

[[folder:Gargantua]]
[[quoteright:219:https://static.tvtropes.org/pmwiki/pub/images/d&d_gargantua_5e.png]]
[[caption-width-right:219:5e]]
->'''Classification:''' Aberration (5E)\\
'''Challenge Rating:''' 21 (5E)\\
'''Alignment:''' ChaoticNeutral

In very rare cases, a seemingly-normal young giant will grow into a 40-foot-tall, purple-skinned, horned humanoid. Such gargantua tend to ostracized by their communities, and either leave for the seclusion of a towering forest or great Underdark cavern, or strike back at the world that shunned them.

For other creatures known as "gargantua," see the relevant folder on the main creature index.
----
* FingerPokeOfDoom: As a reaction, a gargantua can simply "flick" an opponent, dealing damage and sending them flying up to 100 feet away.
* MultipleChoicePast: Their entry mentions several theories explaining gargantua births, such as an ancient pact with the Far Realm, the influence of the banished god Karontor, or that gargantua are sent by Annam himself to destroy giantkind.
* NightmareWeaver: Gargantua are surrounded by a "weird aura" that can cause onlookers to perceive the behemoth as an embodiment of their worst fears, a SupernaturalFearInducer that deals a dose of psychic damage as well.
* PowerCopying: Once per day, a gargantua can try and mimic a spell of 5th-level or lower that they saw another creature cast, resolving it as the same spell level as its original caster.
[[/folder]]
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* ElementalWeapon: A cloud scion wields a "cloud morningstar" solid enough to deal force and thunder damage.


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* ElementalWeapon: A storm scion wields a sword of lightning.


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* ElementalWeapon: A fire scion wields a sword of magma.


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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_thrym_5e.png]]
[[caption-width-right:350:5e]]


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An isolated glacier or drifting iceberg can serve as the cradle for a scion of Thrym, allowing nearby wildlife to flourish if they can withstand the bitter cold. If awakened, a frost scion immediately charges at anything that dares challenge it.


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* ElementalWeapon: A frost scion wields a greataxe made of solid ice.


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* LauncherMove: A scion of Thrym is so prodigiously strong that it can tear an icy glacier out of the ground and hurl it skyward. Everyone in a 30-foot radius of the attack who fails their Dexterity save takes a load of bludgeoning and cold damage ''and'' is sent 100 feet into the air to fall back to the ground...
* MeteorSummoningAttack: ...and then on its next turn, the frost scion sends the mass of ice crashing down for another dose of bludgeoning and frost damage.
* ShockwaveStomp: A scion of Thrym can create a shockwave while moving, capable of breaking other creatures' concentration.
* {{Snowlems}}: A frost scion's cradle can animate a bipedal figure made of ice and snow to defend the slumbering scion.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_surtur_5e.png]]
[[caption-width-right:350:5e]]




A fire scion's cradle can be found in the peak of a volcano, and its presence makes minerals and ore more common nearby, though its dreams of conquest can cause its shelter to rumble and erupt. When awakened, a scion of Surtur sets off to gather an army of fire giants and realize its visions of victory.



* LivingLava: A cradle of the fire scion resembles a bipedal giant of molten rock that fights like a living volcano.

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* AppeaseTheVolcanoGod: Nearby creatures might try to offer sacrifices to appease the volcano housing a scion of Surtur, to little success -- the scion's cradle will attack anything that intrudes.
* LivingLava: A cradle of the fire scion resembles a bipedal giant mass of molten rock that fights like a living volcano.volcano.
* PlayingWithFire: Unsurprisingly, a scion of Surtur and its cradle can attack with blasts of volcanic gas and fire, geysers of lava, superheated smoke, and so forth.
* ShockwaveStomp: A scion of Surtur can create a shockwave while moving, capable of breaking other creatures' concentration.
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[[quoteright:342:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_stronmaus_5e.png]]
[[caption-width-right:342:5e]]


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A sleeping scion of Stronmaus is typically located high in the sky or deep underwater, to mitigate the damage done should the scion's nightmares cause its cradle to lash out with the fury of the storm. A scion who wakes is usually glad to be free of its troubling dreams, but it has little interest in the troubles of humanoids, and can be a calamitous foe if antagonized.


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* PlaguedByNightmares: While not all of a storm scion's dreams are necessarily bad -- it might see visions of Annam's return or the giants' idylic past -- the other dreams, the dark prophecies of the giants' decline and the nightmares of death and destruction, are enough to make it glad to wake up.
* ShockAndAwe: A cradle of a storm scion can attack with a veritable barrage of lightning bolts, targeting two creatures per attack to deal heavy damage and stunning them.


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* WeirdWeather: The weather around a cradle of the storm scion can change drastically from day to day, going from pleasant sunshine to vicious hailstorms without warning.
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[[quoteright:288:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_skoraeus_5e.png]]
[[caption-width-right:288:5e]]


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The dreams of a slumbering scion of Skoraeus sculpt the caverns around it into fine carvings, and cause tasty moss and lustrous gems to sprout from the rock. If awakened, a stone scion is content to continue its artistry, though it might convert living creatures into raw materials.


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* LightEmUp: A stone scion's cradle can make the crystals on its body flare, dealing radiant damage and [[BlindedByTheLight blinding]] opponents; a scion itself can do the same with its crystal club.


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* ShockwaveStomp: A scion of Skoraeus can create a shockwave while moving, capable of breaking other creatures' concentration.

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* AntiStructure: Both the cradles and the scions within them deal double damage to objects and structures.



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_memnor_5e.png]]
[[caption-width-right:350:5e]]




A slumbering scion of Memnor appears as a cloudbank that might linger in a remote area, inspiring mortals in its shadow to play pranks on each other while leaving offerings for "rain spirits." When awake, a scions toys with other creatures by using magic to turn them against each other, and only wields its thunderous full power against serious threats.



* BlowYouAway: Both the cradle and the scion of Memnor can wield the power of air to create a vortex of wind.

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* BlowYouAway: Both the cradle and the scion of Memnor can wield the power of air to create a vortex of wind. wind, or wind javelins to hurl at enemies.


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* MakeSomeNoise: A cloud scion's cradle can create a thunderclap that deals damage to all within a 30-foot-radius, while an awakened scion can pull foes into a windy vortex before blasting them with even more thunder damage.
* SetAMookToKillAMook: A scion of Memnor can fill an area with a "fog of deception" that can cause those within it to be ''charmed'' by the giant and attack an adjacent creature of the scion's choice.

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* MageSpecies: Beyond their innate spell-like abilities, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if they were accomplished wizards.
* MagicKnight: Eldritch giants are just as capable in combat as most of their kind, but can also wield magic like ''greater dispel magic'' and ''magic missile'' at will, or ''dimension door'' and ''globe of invulnerability'' three times per day.

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* MageSpecies: Beyond their They have innate spell-like abilities, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if they were accomplished wizards.
* MagicKnight: Eldritch giants are just as capable in combat as most of their kind, but can also
abilities that let them wield magic like ''greater dispel magic'' and ''magic missile'' at will, or ''dimension door'' and ''globe of invulnerability'' three times per day.day. Beyond that, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if they were accomplished wizards.
* MagicKnight: Eldritch giants combine that aforementioned innate magic with giant strength, and are fully capable of wading into combat wielding a giant-sized bastard sword and wearing full plate while also slinging spells.



Annam's grandchildren, these titanic beings tower over lesser giants, and are such fonts of elemental power that they alter the world around them. While some of these demigods are awake, others slumber in elemental "cradles" that protect their dreaming charges until they are destroyed and the scion awakens.

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Annam's grandchildren, these titanic beings tower over lesser giants, and are such fonts of elemental power that they alter the world around them. While some of these demigods are awake, others slumber in elemental "cradles" that protect their dreaming charges until they are destroyed destroyed, releasing and rousing the scion awakens.within.



* GodEmperor: In some settings, scions were the rulers of the giants' ancient empire before Annam went into seclusion.

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* GodEmperor: BarrierMaiden: In some settings, these divine scions were might literally hold the world together, and their death (or awakening from their cradles) might cause the Material Plane to collapse into the Elemental Chaos.
* GodEmperor: In other settings, scions may have been
the rulers of the giants' ancient empire before Annam went into seclusion.



[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/d&d_scion_of_grolantor_5e.png]]
[[caption-width-right:350:5e]]




When slumbering, a scion of Grolantor may be mistaken for a hill, and the land around it becomes productive farmland with agreeable weather. But should the scion awaken, it sets about devouring everything in sight.



* LifeDrain: A scion of Grolantor can use its reaction to feed upon creature it's swallowed, dealing damage to them to recover health.



* ShockwaveStomp: A scion of Grolantor can create a shockwave while moving, capable of breaking other creatures' concentration.



* VacuumMouth: A scion of Grolantor's lungs are powerful enough to suck food straight into its gullet. Within in a 120-foot line that is 15 feet wide, creatures that fail a saving throw get pulled toward the scion and swallowed whole.

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* VacuumMouth: A scion of Grolantor's lungs are powerful enough to suck food straight into its gullet. Within in a 120-foot line that is 15 feet wide, creatures that fail a saving throw get pulled toward the scion and swallowed whole.{{swallowed whole}}.

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* MageSpecies: Beyond their innate spell-like abilities, all eldritch giants are comfortable enough with magic to be able to use magic items or cast spells from scrolls as if they were accomplished wizards.




Annam's grandchildren, these titanic beings tower over lesser giants, and are such fonts of elemental power that they alter the world around them. While some of these demigods are awake, others slumber in elemental "cradles" that protect their dreaming charges until they are destroyed and the scion awakens.



* GodEmperor: In some settings, scions were the rulers of the giants' ancient empire before Annam went into seclusion.



* MultipleLifeBars: The cradle is an elemental that encloses a sleeping scion in stasis, protecting and following the scion's subconscious wishes. If the cradle dies, the scion awakens.

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* MultipleLifeBars: The SemiDivine: They're scions of the giant pantheon, which would technically make them demigods at the very least. 5th Edition doesn't have rules for divine ranks, but recognizes scions' power by giving them the [[OurTitansAreDifferent Titan]] indicator.
* SequentialBoss: Slumbering scions are encountered in ambulatory "cradles" that are challenging encounters in their own right, but if said
cradle is an elemental that encloses a sleeping scion in stasis, protecting and following the scion's subconscious wishes. If the cradle dies, reduced to 0 hit points, the scion awakens.inside it awakens and emerges, potentially to continue the battle.

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