Lead Giant (5e Creature)

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Lead Giant[edit]

Huge giant, chaotic evil


Armor Class 17 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.


STR DEX CON INT WIS CHA
24 (+7) 27 (+8) 20 (+5) 4 (-3) 7 (-2) 5 (-3)

Skills Perception +8, Stealth +12
Damage Vulnerabilities bludgeoning, psychic
Damage Immunities poison
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages
Challenge 9 (5,000 XP)


Aggressive. As a bonus action, the giant can move up to its speed toward a hostile creature it can see.

Ambusher. In the first round of combat, the giant has advantage on attack rolls against any creature it surprised.

Blood Frenzy. The giant has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Sickening Stench. Any creature other than a lead giant that starts its turn within 20 feet of the giant must succeed on a DC 17 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all lead giants for 1 hour.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) made in rocky terrain.

Sunlight Sensitivity. While in sunlight, the giant has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.

Surprise Attack. If the giant surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.

ACTIONS

Multiattack. The giant makes three melee attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. If the target is a creature, it must make a DC 17 Constitution saving throw, taking (6d10) poison damage on a failed save, or half as much on a successful one.

Frightful Presence. Any creature that starts its turn within 60 feet of the giant and aware of it must succeed a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the giant's Frightful Presence for the next 24 hours

Rock. Ranged Weapon Attack: +12 to hit, range 60/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.

Shriek (1/Day). The giant releases a mournful shriek provided it isn't in sunlight. This shriek has no effect on constructs or undead. All other creatures within 120 feet of the giant that can hear it must make a DC 15 Wisdom saving throw. On a failure, a creature is deafened and frightened for 1 minute. On a successful save, the creature is deafened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Lead.JPG
A lead giant after feasting on an umber hulk by Dinomaster337

Skulking, raving, drooling, lead giants are more akin to rabid beasts than the giants of Garodia. They are known for having been corrupted by the madness of the Underdark. The very air around them radiates insanity.

Psychotic Exiles. It wasn't always this way. In the days of old, the lead giants were just as intelligent as any other giant. However, they were always horribly greedy and power hungry. They were always as tall as cloud giants and lean, but they were well fed and groomed. This would change when they committed the ultimate crime; they declared war against all giant kind, in an attempt to take control of it all. It would backfire, miserably; the combined might of all giant kind from all sides was too much for the lead giants to bear. Although most of the garodians were merciful, the ordning giants were far less so. They slaughtered the lead giants, and the few survivors were forced to flee to the last place left that may have been safe. However, they would soon discover that the Underdark was the last place to seek any sort of asylum.

Beyond Help. As the lead giants stayed in the Underdark, the further into madness they slipped. The lack of food was and still is, a driving force of this insanity. Up above, the giants' poison, which was partially how they got the name "lead", was good enough to catch the pitiful creatures around them. In the Underdark, many creatures lose little from being poisoned, are nimble enough to escape easily, can put up a hard fight, or all of the above. It was either them or fungi and even then it was either dangerous or not even a crumb to them or both. The Underdark is full of vicious predators and villains, like the drow, hook horrors, umber hulks, and duergar, but the ones that were the lead giants' big push into insanity were those that attack the mind. They first encountered the mind flayers, who sought to control them as slaves of war. However much like the kuo-toa before them, the lead giants minds were not prepared for what they had been subjected to and it only worsened when they encountered another beast who sought to do the same thing; the aboleths. At times, both parties ensued their wrath upon the giants at the same time. With the aboleth in the water and the illithid on land, there is little to wonder how they became so mad.

Broken Beasts. With their minds shattered beyond repair, the lead giants have completely forgotten who they were. Gone are the tyrannical masterminds who seek world domination and sought to become gods: now they don't even have a culture, let alone language or religion, and only ever seek their next meal. They have even been known to eat their own siblings after birth. Their insanity has become so bad it is no longer taught, it's now inherited.



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