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    Default Re: Bigby doesn't present - Call of the Orderning

    Spoiler: Frost Giants
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    There is a deep truth of the world known to those that walk the frozen wastes; ownership is not what you can take, but what you can keep others from taking. Deprivation looms always, and some frost giants ensure that such fate will not fall on the heads of the lesser beings who are not strong enough to fight for themsleves while others eager to join this bloody feast.
    Frost Giant
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 15 (Ice Armor)
    Hit Points 161 (14d12+70)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 8 (-1) 21 (+5) 9 (-1) 12 (+1) 13 (+1)

    Saving Throws Con +8, Wis +4, Cha +4

    Skills Athletics +12, Nature +2, Perception +4

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 14
    Languages Jotuncommon, Jotunise
    Challenge 8
    Amphibious.
    The frost giant can breathe air and water.

    Ice Walk.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The frost giant makes up to two melee attack, one of which can be replaced with Icy Grasp.

    Icy Battleaxe. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Slashing damage plus 7 (2d6) Cold damage.

    Snowball. Ranged Weapon Attack:
    +9 to hit, range 30'/120'., one target. Hit: 28 (4d10 + 6) Bludgeoning damage plus 7 (2d6) cold damage. Each other creature within 5' of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage.

    Icy Grasp.
    The frost giant can force a creature it can see within 15' around it to succeed on a DC 16 Constitution saving throw or have ice encrusts its body.
    While a creature is covered by ice, it is Restrained and takes 14 (4d6) cold damage at the start of its turn. It can repeat the saving throw at the end of its turn to turn back to normal. When taking any damage, the target breaks free without losing any hitpoint. Finishing a short or long rest in warm environment also end this effect.

    Bonus Actions

    Ice Shape.
    The frost giant scoop and mold ice and snow with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Cyroheal (Recharge 5-6, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Frost Giant Skald
    Huge Giant, Neutral Good (50%) or Neutral Evil (50%)

    Armor Class 17 (Runescribed Leather)
    Hit Points 161 (14d12+70)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 8 (-1) 21 (+5) 10 (+0) 14 (+2) 19 (+4)

    Saving Throws Con +9, Wis +6, Cha +8

    Skills Athletics +10, Perception +5, Performance +12

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 15
    Languages Common, Jotuncommon, Jotunise
    Challenge 10
    Amphibious.
    The frost giant can breathe air and water.

    Ice Walk.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Actions

    Multiattack
    The frost giant makes up to two melee attack, one of which it can replace with a use of its Odd to the Einherjar.

    Icy Warhorn. Melee Weapon Attack:
    +10 to hit, reach 10' , one target. Hit: 16 (3d6 + 6) Bludgeoning damage plus 7 (2d6) Cold damage.

    Freezing Ray. Ranged Spell Attack:
    +8 to hit, range 120'., one target. Hit: 36 (8d8) Cold damage. On a hit the target must succeed on a DC 16 Constitution saving throw or be Restrained until the end of the frost giant's next turn.

    Odd to the Einherjar.
    The frost giant declaims a verse of battle poetry, allowing up to two friendly giants within 30' that can hear it to use their reaction to make a melee weapon attack.

    Inspiring Prowess (Recharge 5-6).
    The frost giant shouts forth an ancient refrain, granting each creature within 60' that can hear the giant and understands Jotunise 10 temporary hit points. While a creature has any of these temporary hit points, its attacks score a critical on a 17-20.

    Bonus Actions

    Ice Shape.
    The frost giant scoop and mold ice and snow with its hands as though it were soft clay, it can use this ability to create weapons that suit itself.

    Cyroheal (Recharge 5-6, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Frosthunder Sounding (1/Day).
    When the frost giant is reduced below 80 hit points, it can sound its warhorn, releasing a blast of song in a 30' cone. Each creature in the area must succeed on a DC 16 Constitution saving throw or take 27 (6d8) thunder damage, or half as much on a success.

    Frost Giant Ice Jarl
    Huge Giant, any Alignment (usually Neutral Good or Neutral Evil)

    Armor Class 18 (Runesribed Patchwork)
    Hit Points 276 (24d12+120)
    Speed 40', swim 40'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    25 (+7) 12 (+1) 21 (+5) 11 (+0) 20 (+5) 17 (+3)

    Saving Throws Dex +6, Con +10, Wis +10, Cha +8
    Skills Athletics +12, Natrue +5, Perception +10, Persuation +8

    Damage Immunities Cold
    Senses Darkvision 60', Passive Perception 20
    Languages Common, Jotuncommon, Jotunise, Primal
    Challenge 16
    Amphibious.
    The frost giant can breathe air and water.

    Ice Lord.
    The frost giant can move across and climb icy surfaces without needing to make an ability check, and ignores the effects of difficult terrain composed of ice or snow. It can also climb any surface that is covered by ice and snow at its movement speed as if it is affected by spider climb spell.

    Immutable Form.
    The frost giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The frost giant has advantage on saving throws against spells and other magical effects.

    Rune of Ise.
    The frost giant keeps a frost rune printed on itself as a tattoo. As long as the giant has the forst rune, it can use Control Water spell, Summon Blizzard and Ancestor Call. If the giant fails a saving throw, it can choose to succeed instead while the rune vanishes into rime. The giant can print a new frost rune in a short or long rest.

    Actions

    Multiattack
    The frost giant makes up to two melee attack.

    Icy Greataxe.Melee Weapon Attack:
    +13 to hit, reach 10' , one target. Hit: 27 (3d12+ 8) Slashing damage plus 14 (4d6) Cold damage. This weapon is a +1 magical item.

    Hurl Iceberg.Ranged Weapon Attack:
    +12 to hit, range 30'/120' , one target. Hit: 29 (4d10 + 7) bludgeoning plus 14 (4d6) cold damage. Each other creature within 5' of the target must succeed on a DC 20 Dexterity saving throw or take half the attack's damage.


    Summon Blizzard (Recharge 5-6, Requires forst rune).
    Swirling ice and snow descends in a 10' radius centered on a point the frrost giant can see within 60' for the next minute. The area is heavily obscured and any creature that starts its turn in the area or enters it for the first time on a turn takes 5 cold damage.

    Rune Craft.
    The frost giant is a caster with following spells. It uses Wisdom as casting ability (spell save DC 18). It casts spells by molding pieces of ice into runes that it wants which requires no component.
    at will: Guildance, Thaumaturgy
    1/day: Control Water (Requires frost rune), Hold Monster, Wind Wall

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Snowsight.
    The frost giant and all friendly creature it can see within 30' around it gains the ability to see unimpeded through fog and snow until the end of its next turn.

    Ancestor Call (1/day, Requires frost rune).
    The frost giant magically summons one of its ancestors' spirits with ice and rime as their vessles. A spectral frost giant appears and hovers for up to 1 hour in an unoccupied space that the frost giant can see within 50' around it. The spectral giant occupies that space.
    Any creature hostile to giants that moves to a space within 15' of the spectral giant for the first time on a turn must succeed on a DC 18 Dexterity saving throw. The creature takes 15 Cold damage plus 15 Thunder damage on a failed save, or half as much damage on a successful one. The spectral giant's body melts while the spirit within it instantally returns to the hall of Jotunheim when it has dealt a total of 120 damage or the frost giant uses this ability again.

    Cyroheal (Costs 2 Actions, Requires ice, snow or water).
    The frost giant packs its wounds with nearby water source, freezing it into a semblance of flesh. The frost giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Fire damage until the beginning of its next turn.

    Lores:
    Arcana DC 10: Frost giants are capable of raising great fortifications of ice and snow with their innitial cyromancy, though such constructions are exceedingly temporary, especially when introduced to fire.
    Arcana DC 15: Frost giants are the only type of true giants who keep Bards to remind the glory of their ancestors. Such Bards are known for being able to inspire the determination of their kind.
    History DC 10: Frost giants respect individual combat prowess and mastery of improvised poetry and boasts above all else, even when such traits present in non-giantkin.
    Nature DC 10: Evil frost giants are infamous for attacking travelers under the cover of foul weather, with many claiming that their runes are able to conjure such blizzards, though others assert that they simply follow the storms opportunistically.
    Nature DC 15: The hatred towards heat stops frost giants from becoming blacksmith. As a result, frost giants mainly rely on their cyromancy to create tools, runes and weapons. Only on rare occations will a frost giant use metal like humanoids.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Frost giants are mandated by the ordning to protect the balance of the nature world. Their innitial talent to knowledge about nature and great strenth help them monitor the change of their home and hunt down dangerous monsters before they can threaten the entire area. However, some frost giants misinterpret their duty and view humanoid society as a threaten to take down, or more likely, simply forget their obligation and join the many pillagers of the Boreal environment.
    Religion DC 20: Although all giants have a certain degree of ancestor worshipment, frost giants are the most devout. Many frost giants believe that their spirit will rise into the hall of Jotunheim, a realm located in frostfell where frost giants get their final judgement by their ancestor to convine whether they can be one of the Einherjar or reincarnate into new giants by turning into mineral.



    Spoiler: Mercury Giants
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    Imagine if the elven have spent countless ages within the deepest jungle and inner planes, where their arrogance and pride grow without the influnce of others, then you get an indistinct imagine about the mercury giants. Magic has two sides. It helps people but also brings conflicts and destruction. So are the mercury giants who have been divided into two major societies of benevolent scholars and vicious cultists.

    Mercury Giant
    Huge Giant, Lawful Good (50%) or Lawful Evil (50%)

    Armor Class 18 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 16 (+3) 20 (+5) 12 (+1) 14 (+2) 13 (+1)

    Saving Throws Con +9, Wis +6, Cha +5

    Skills Arcana +5, Perception +6, Stealth +7

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Common, Jotuncommon
    Challenge 9
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Actions

    Multiattack
    The mercury giant makes up to two melee attack.

    Force Fist. Melee Weapon Attack:
    +10 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Bludgeoning damage plus 7 (2d6) Force damage.

    Force Bullet. Ranged Weapon Attack:
    +10 to hit, range 30'/120'., one target. Hit: 28 (4d10 + 6) Force damage.

    Invisibility (Recharges after Short or Long Rest).
    The mercury giant magically turns invisible until it attacks, or uses any special ability, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the mercury giant wears or carries is invisible with it.

    Bonus Actions

    Mercuryheal (Recharge 5-6, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Mercury Giant Longstrider
    Huge Giant, Lawful Good (50%) or Lawful Evil (50%)

    Armor Class 16 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 12 (+1) 20 (+5) 16 (+3) 14 (+2) 19 (+4)

    Saving Throws Con +9, Wis +6, Cha +8

    Skills Arcana +7, Perception +6, Stealth +5

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 16
    Languages Jotuncommon plus two addtional languages
    Challenge 10
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Actions

    Multiattack
    The mercury giant makes up to two ranged attack.

    Needle Teleport. Ranged Spell Attack:
    +8 to hit, range 120' , one target. Hit: 18 (4d6+4) Force damage. This attack has advantage on creatures that don't use nature armor.

    Change Place.
    The mercury giant chooses a creature it can see within 30' around itself. It magically changes place with the target along with its equipments. If the mercury giant or the target's space is not large enough to hold them both, this ability fails.

    Teleport (Recharge after a short or long rest).
    The mercury giant magically teleports with up to four creatures and its equipments to an unoccupied point it can see within 120' around it.

    Bonus Actions

    Mercuryheal (Recharge 5-6, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Mercury Giant Runebound Noble
    Huge Giant, any Alignment (usually Lawful Good or Lawful Evil)

    Armor Class 18 (Natural Armor)
    Hit Points 253 (22d12+110)
    Speed 40', climb 20'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 16 (+3) 20 (+5) 21 (+5) 14 (+2) 16 (+3)

    Saving Throws Con +10, Int +10, Wis +7, Cha +8

    Skills Arcana +10, Perception +7, Stealth +8

    Damage Resistances Acid, Fire
    Senses Darkvision 60', Passive Perception 17, Truesight 60'
    Languages Jotuncommon plus three additional languages
    Challenge 16
    Immutable Form.
    The mercury giant is immune to any spell or effect that would alter its form or existance.

    Magic Resistance.
    The mercury giant has advantage on saving throws against spells and other magical effects.

    Spider Climb.
    The mercury giant can climb and hang on any surface including the floor without making any check.

    Rune of Stig.
    The mercury giant keeps a light rune scribed on its amulet. As long as the giant has the light rune, it can use Blinding Presence and Arcana Blast. If the giant fails a saving throw, it can choose to succeed instead while the rune loses its power. The giant can create a new light rune in a short or long rest.

    Actions

    Multiattack
    The mercury giant makes up to three melee attack.

    Rune Rod. Melee Weapon Attack:
    +12 to hit, reach 10' , one target. Hit: 17 (3d6 + 7) Bludgeoning damage plus 11 (2d10) Force damage. This weapon is a +1 magic item.

    Arcane Dart. Ranged Spell Attack:
    +10 to hit, range 120' , one target. Hit: 44 (8d10) Cold, Fire or Lightning damage at the choice of the mercury giant. Each other creature within 5' of the target must succeed on a DC 17 Dexterity saving throw or take half the attack's damage.

    Arcana Blast (Requires light rune).
    The mercury giant chooses a creature it can see within 120'. A flow of unstable arcane energy explodes below that target. The target must succeed a DC 18 Charisma saving throw. On a fail, it takes 33 (6d10) Force damage and have its mana flow unstable for the next 24 hours. When under this status, a creature must succeed a DC 16 ability check with its casting ability when it tries to cast a spell that requires Somatic component or wastes the spell on a fail. A humanoid creature reduced to 0 hit point under this status turns into a harmless object like vase or candelabra (viewed as Petrified). A remove curse, greater restoration or wish spell ends this effect and turns the transformed target back to normal with 1 hitpoint.

    Rune Craft.
    The mercury giant is a caster with following spells. It uses Intelligence as casting ability (spell save DC 18). It casts spells by molding pieces of wood into runes that it wants which requires no component.
    at will: Mage Hand, Prestidigitation
    3/day: Arcane Hand, Floating Disk

    Legendary Actions
    The giant can take 2 legendary actions, choosing from the options below.

    Blinding Presence (Requires light rune).
    The mercury giant chooses a creature that is not giant it can see within 60' around it. The target must succeed on a DC 18 Constitution saving throw or be Blinded for 1 minute. At the start of its turn, the target can repeat the saving throw, return to normal on a success and become immune to the same effect for the next 24 hours.

    Telekinesis Remote.
    Arcane hand within 30' around the mercury giant that created by it use a reaction to make a melee weapon attack.

    Mercuryheal (Costs 2 Actions, Requires touching solid surface).
    The mercury giant packs its wounds with raw force energy, turning it into a semblance of flesh. The mercury giant regains 30 hit points, can regrow one of its lost limbs, and gains vulnerability to Cold damage until the beginning of its next turn.

    Lores:
    Arcana DC 10: Mercury giants are scholars and investigator who practically bleed arcane energy due to how often they expose themselves to it. They can also turn into raw force energy to heal themselves.
    Arcana DC 15: Sometimes, if a particularly skilled adventurer completes a deed from mercury giants, they will be rewarded with a runescribed item. Such items are said to have made peasants into riches and soldiers into unrivaled conquerors.
    History DC 10: Mercury giants occationally send out a exploration team to locate magical material and report the changes of outer world. Such teams are usually leaded by a master of teleport called longstrider.
    History DC 15: Mercury giants are sometimes blamed by other true giants for their creation of fomorian. Good mercury giants are said to search the way to save their cousins while evil ones kill any fomorian in their sight and deny their relationship with such monster.
    Nature DC 10: Mercury giants stay in the fortresses of the giant empires found in untouched jungles, studying the secrets of magic and arcana. They have little better to do than engaging in their studies, crafting runes, and practicing their telekinesis power.
    Nature DC 15: Mercury giants' ability to integrated their shard form back arouse the interest of many arcana scholars. However, none of them have managed to reproduce such process.
    Nature DC 20: True giants have a strange reproducing process. The remain of a true giant will turn into elemental mineral. When a member of their kind breathe their life force into such mineral, new members of them will slowly form within the mineral. This is one of the reasons why true giants are few and only live in limited environment.
    Religion DC 15: Mercury giants' mandate in the orderning is to collect and manage the world's magical material and judge whether other creatures are deserved to use such valuable resource.

    Fomorian (fallen mercury giantkin)
    Huge Giant, Chaotic Evil

    Armor Class 15 (Natural Armor)
    Hit Points 149 (13d12+65)
    Speed 30'

    Strength Dexterity Constitution Intelligence Wisdom Charisma
    23 (+6) 10 (+0) 20 (+5) 5 (-3) 14 (+2) 6 (-2)

    Saving Throws Con +8, Wis +5, Cha +1

    Skills Perception +8, Stealth +3

    Damage Resistances Poison, Psychic
    Senses Darkvision 60', Passive Perception 18
    Languages Jotuncommon
    Challenge 8
    Contortionist.
    The fomorian has advantage on Stealth (Dexterity) checks. It can also pass through any space that allows a Large creature to pass through.

    Corrupted Form.
    The fomorian can't change its form or appearance by any spell or effect. If it fails a saving throw against such effect, it will be Paralyzed until the end of its next turn due to sever pain runs through its body.

    Magic Resistance.
    The fomorian has advantage on saving throws against spells and other magical effects, except for illusion spells casted by a good creature.

    Actions

    Multiattack
    The fomorian makes up to two melee attack, one of which can be replaced with Evil Eye.

    Slam. Melee Weapon Attack:
    +9 to hit, reach 10' , one target. Hit: 19 (3d8 + 6) Bludgeoning damage.

    Evil Eye.
    The fomorian chooses a creature it can see within 120' around it. The creature must succeed a DC 16 Charisma check or take 33 (6d10) Psychic damage. On a succeed, the damage is halfen.

    Fomorian's Curse (Recharge after finishing a short or long rest)
    The fomorian chooses a creature it can see within 120' around it. The creature must succeed a DC 16 Charisma check or being affected by Fomorian's curse. When being cursed, the target has its speed halfen and can't cast any spell that requires Somatic component while its body is morphed into a pile of shapeless flesh. The cursed creature can repeat the saving throw after finishing a short or long rest, turn back to normal on a succeed. A remove curse, greater restoration or wish spell also ends this effect. Constructs, Elementals, Oozes and Undeads are unaffected by this effect.

    Bonus Actions

    Bite.
    The fomorian makes a bite attack against a creature that has been cursed by it. This is a melee weapon attack with +9 to hit, reaches 10' and deals 19 (3d8 + 6) Piecering damage. On a hit, the fomorian consumes some of the mutated blood and magically regains 30 hit points.

    Lores about Fomorians and their curse:
    Fomorians are the corrupted cousins of mercury giants. It is said that long ago a group of evil mercury giants wanted to grow their number rapidly in order to compete with the dragons. Under the help of Unseelie Court, these giants captured 1001 fairy prince and princess and used a darkart to drain their life force and then putted them into the elemental mineral that giants use to reproduce. The spirits of the victims made a horrible curse to the mercury giants which result in their descendants inside the mineral mutated and collapsed into twisted mockery. Those giantkins were soon abandoned by their creators into the underdark and became a new type of creature known as "Fomorians" through influnce from the magic energy flowing through their home. Some true giants, especially good mercury giants, view fomorians as pitiable cousins who fall victim to the wild ambition of others. Fomorians however, only see other giants as food resources as they do to any other creature.
    The body mutation prevents fomorians from using elemental magic like their cousins, but gives them a more horrible weapon--Fomorian's Curse. Any creature who has been stared by a fomorian will be influnce by the similiar curse affecting the monster. The victims will be engulfed by the abomination that drives these folks mad while their body melt into a pile of flesh for the fomorian to consume.

    Last edited by amateur585; 2024-05-10 at 09:19 AM.