Hill Giant Besieger (5e Creature)
Hill Giant Besieger[edit]
Huge giant, any chaotic Armor Class 18 (plate)
Saving Throws Con +9, Wis +5, Cha +3 Besieger Feat. The giant has two of the following traits, determined using a d6 (reroll duplicates): Immutable Form. The giant is immune to any spell or effect that would alter its form. Magic Resistance. The giant has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: druidcraft, guidance ACTIONSMultiattack. The giant makes two melee attacks. Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) bludgeoning damage. Each creature within 10 feet of the target must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) thunder damage. On a successful save, a creature takes half as much damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Stomping Advance. The giant moves up to double its speed in a straight line towards an object it can see. At the end of the move, the giant may make one weapon attack against an object it can see. Each creature within 10 feet of the giant as it moves must make a DC 18 Strength saving throw. On a failed save, a creature takes 19 (3d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. BONUS ACTIONSWallbreaker. The giant makes one weapon attack against a creature an object it can see. It can't make this bonus action and its attack action against the same target if the target is Medium or smaller.
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Giants tear apart the structures of the smaller folk with ease, which is readily apparent to any general or warlord and a hill giant's loyalty can be bought with food and interesting baubles, even if only until the giant forgets about the agreement. These two facts led to the deployment of the first hill giant besiegers. These brawny brutes accept their life of traveling around the world working asmercenaries. Unlike most giants in folktales who just grab the closest branch as weapons, besiegers are well trained shock troops and are covered from head to toe in sturdy plate and wield gigantic mauls with which to shatter any walls or unlucky defenders in their path. Besiegers also know that their innatial talent of rune magic is as powerful as their massive hands and ultilize this advantage more often than their cousins do. Besiegers have fought throughout the realms and beyond and many races of both good, neutral and evil alignments attempt to recruit such big and fearsome warriors into their armies, promising food, gold or whatever else the giants want in return for their services. |
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