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.