A-senee-ki-wakw (Stone Giant)
“Meet the A-senee-ki-wakw: a towering Stone Giant whose colossal strength shakes the earth itself!”
The A-senee-ki-wakw is a towering and formidable Stone Giant, standing at around 18 to 20 feet tall with a body that appears to be sculpted from solid rock. Their rough, stone-like skin is a dull gray or earthy brown, blending seamlessly with rocky landscapes and mountain cliffs. Their massive form is both intimidating and awe-inspiring, with broad shoulders and arms capable of lifting boulders as if they were mere pebbles.
Despite their size, the A-senee-ki-wakw is a creature of solitude and patience, often living in remote and rugged mountain ranges or deep caves where they are able to retreat into the stone to meditate or reflect. They are drawn to places of natural beauty and sacred significance, where they can maintain a quiet, introspective existence, away from the disturbances of the world. In these environments, their affinity with the earth allows them to meld into the landscape, using the terrain for both shelter and defense.
In terms of behavior, the A-senee-ki-wakw is generally peaceful, only reacting with aggression when their home or territory is threatened. They are deeply connected to the land, viewing themselves as its guardians. Their actions are deliberate and slow, mirroring the patience of the earth itself. When provoked, they can unleash devastating attacks, often by hurling massive rocks or using their immense strength to shape the very stone around them into weapons.
The motivation of the A-senee-ki-wakw revolves around protection and preservation. They defend their sacred lands and the natural world with a deep sense of duty. They act as both protectors and watchers, ensuring the balance of nature is maintained. However, they are not mindless protectors; they value peace and harmony with nature, only resorting to violence when absolutely necessary. This connection to the earth and their role as its protectors makes them both awe-inspiring and mysterious figures in myth and legend.
A-senee-ki-wakw (Stone Giant) 5e
A-senee-ki-wakw (Stone Giant) Shaman 5e
A-senee-ki-wakw (Stone Giant Chieftain)
A-senee-ki-wakw (Stone Giant) 5e
A-senee-ki-wakw (Stone Giant) 3.5
A-senee-ki-wakw, Stone Giant
Huge giant, neutral
Armor Class: 17 (natural armor)
Hit Points: 210 (20d12 + 80)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 19 (+4) | 12 (+1) | 17 (+3) | 10 (+0) |
Saving Throws: Str +11, Con +8, Wis +7
Skills: Athletics +11, Insight +7, Perception +7, Survival +7
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 17
Languages: Common, Giant, Sylvan, Draconic
Challenge: 10 (5,900 XP)
TRAITS
Stonecunning (Passive Ability)
A-senee-ki-wakw has an innate connection to the earth, allowing it to have advantage on Intelligence (History) checks related to stonework and the geography of mountainous or rocky terrain.
Earthshaker (Recharge 5-6)
As a bonus action, A-senee-ki-wakw can slam the ground with its club, causing a shockwave. Each creature within 15 feet of the giant must succeed on a DC 17 Strength saving throw or be knocked prone and take 2d6 bludgeoning damage. Creatures that succeed take half damage and are not knocked prone.
Legendary Resistance (2/Day)
If A-senee-ki-wakw fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack
A-senee-ki-wakw makes two Club attacks.
Club
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 7) bludgeoning damage.
Throw Rock
Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.
Hit: 34 (4d10 + 7) bludgeoning damage. A-senee-ki-wakw can throw a boulder or rock with incredible force. This attack has a high chance of creating difficult terrain where the boulder lands.
Ground Slam (Recharge 5-6)
A-senee-ki-wakw leaps into the air and lands with tremendous force. Each creature within a 20-foot radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 50 (10d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
LEGENDARY ACTIONS
A-senee-ki-wakw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. A-senee-ki-wakw regains spent legendary actions at the start of its turn.
- Move. A-senee-ki-wakw moves up to its speed without provoking opportunity attacks.
- Rock Throw. A-senee-ki-wakw makes one Throw Rock attack.
- Intimidating Roar (Costs 2 Actions). A-senee-ki-wakw lets out a thunderous roar that can be heard up to 1 mile away. Each creature of its choice within 30 feet must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it is within line of sight of A-senee-ki-wakw.
TACTICS
- Defensive Stance: A-senee-ki-wakw fights with an emphasis on control of the battlefield. It uses Earthshaker and Ground Slam to create difficult terrain, making it difficult for enemies to maneuver around it. Its Legendary Actions allow it to take advantage of enemies’ positioning, especially using Rock Throw to hit enemies from a distance.
- Spiritual Connection: A-senee-ki-wakw’s actions often carry a spiritual weight, as it fights in defense of its sacred land. It may reserve its Earthshaker ability for when it faces multiple enemies and when it can manipulate the environment to its advantage. It will avoid directly attacking the environment unless necessary, preferring to use the natural elements around it.
- Close Combat vs. Ranged Combat: The Stone Giant excels in close combat due to its powerful Club and Ground Slam abilities. However, when confronted at range, it will hurl large rocks or use its Throw Rock to disrupt the battlefield, targeting spellcasters or archers to break concentration or prevent long-range attacks.
- Psychological Warfare: The Intimidating Roar is not just for causing fear; it can disrupt the coordination of enemy forces, forcing them to waste actions recovering from fear, which the giant will capitalize on with Multiattack. It might target the weakest link, such as spellcasters or creatures with lower saving throws.
ENVIRONMENTAL INTERACTION
- Stone Giant’s Home: The terrain where A-senee-ki-wakw resides plays a significant role in its tactics. Rocky terrain, mountain passes, or cavernous environments provide natural cover for it, and the giant uses its surroundings to amplify its strengths, throwing rocks from high ground or using natural cliffs to gain superior positioning.
- Sacred Ground: A-senee-ki-wakw may have a sacred grove, ancient ruins, or stone circle where its Connection to Nature is heightened. In these environments, it gains advantage on Wisdom (Survival) and Insight checks and may have access to minor healing abilities tied to the land, such as the ability to regain 1d8 hit points per turn if standing within its domain.
MOTIVATION AND BEHAVIOR
A-senee-ki-wakw serves as a guardian spirit of the land, deeply connected to the earth and the natural world. It fights not for conquest or destruction but to protect the ancient, sacred places where its people once thrived. Though it is a giant, it is not mindlessly destructive, and it prefers to remain calm and reserved. However, if a threat to the balance of nature arises, it will not hesitate to show its terrifying power.
- Protective: A-senee-ki-wakw often engages with those who disrupt the balance of the land. It may wait silently for intruders to enter its domain before attacking, utilizing its environment to create strategic advantages.
- Sacred Defender: Should intruders enter the land uninvited, it will roar loudly to warn them. If they do not retreat, it may become frenzied, utilizing both its club and rock-throwing abilities to assert its dominance over the land.
- Ancient Protector: The Stone Giant remembers the old ways. If treated with respect, it might aid travelers or even offer guidance to those seeking wisdom about the earth and ancient magic, as long as their intentions are pure.
Giant, Stone
Huge giant, neutral
Armor Class 17 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) |
Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)
Special Traits
- Stone Camouflage: The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
- Multiattack: The giant makes two greatclub attacks.
- Greatclub: Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
- Rock: Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Reactions
- Rock Catching: If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Section 15: Copyright Notice
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
A-senee-ki-wakw (Stone Giant)
This giant has chiseled, muscular features and a flat, forward-sloping head, looking almost as if it were carved of stone.
The A-senee-ki-wakw are a race of stone giants. They were the first race created by the God Gluskab. However, because they crushed so many animals and injured the earth with their great size and weight, Gluskab tried to destroyed them all. Causing the suviours to flee into the wilds
A-senee-ki-wakw prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. The A-senee-ki-wakws can live to be 800 years old.
The A-senee-ki-wakws prefer living in enormous caves in high-altitude, rocky peaks. They rarely live more than a few days’ travel from other bands of A-senee-ki-wakws, and even raise shared herds of goats and other livestock between tribes. Older The A-senee-ki-wakws tend to wander away from the tribe for a significant period of time in their later years, either living in seclusion somewhere or attempting to merge into other humanoid civilizations. After decades of this self-imposed exile, those who return do so as The A-senee-ki-wakw elders.
Like all giants A-senee-ki-wakw revere Titians amongst the most popular are Tseiqami the winter thunderbird and Sisiutl the serpant
A-senee-ki-wakw | |
---|---|
Large Giant (Earth) | |
Hit Dice | 14d8+56 (119 hp) |
Initiative | +2 |
Speed | 30 ft. in hide armor (6 squares); base speed 40 ft. |
Armor Class | 25 (-1 size, +2 Dexterity, +11 natural, +3 hide), touch 11, flat-footed 23 |
Base Attack/Grapple | +10/+22 |
Attack | Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
Full Attack | Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Rock throwing |
Special Qualities | Darkvision 60 ft., Low-Light Vision, rock catching |
Saves | Fort+13, Ref +6, Will +7 |
Abilities | Strength 27, Dexterity 15, Constitution 19, Intelligence 10, Wisdom 12, Charisma 11 |
Skills | Climb +11, Hide +6*, Jump +11, Spot +12 |
Feats | Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot |
Environment | Temperate mountains |
Organization | solitary, gang (2-5), band (4-8), hunting/raiding/trading party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-3 elders, and 3-6 dire bears) |
Challenge Rating | 8 (elder 9) |
Treasure | Standard |
Alignment | Usually Chaotic Evil |
Advancement | By character class |
Level Adjustment | +4 (elder +6) |
Combat
A-senee-ki-wakw fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of The A-senee-ki-wakws is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Rock Throwing (Ex): The range increment is 180 feet for a A-senee-ki-wakw’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A The A-senee-ki-wakw gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Skills: *A A-senee-ki-wakw gains a +8 racial bonus on Hide checks in rocky terrain.
A-senee-ki-wakw Elders
Some A-senee-ki-wakw develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, Stone Tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level.
A-senee-ki-wakw as Characters
Strong, silent loners, A-senee-ki-wakw characters are a rare sight in human lands.
A-senee-ki-wakw characters possess the following racial traits.
- – +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom.
- -Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- -Space/Reach: 10 feet/10 feet.
- -A A-senee-ki-wakw base land speed is 40 feet.
- –Darkvision out to 60 feet and Low-Light Vision.
- -Racial Hit Dice: A A-senee-ki-wakw begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.
- -Racial Skills: A A-senee-ki-wakw’s giant levels give it skill points equal to 17 x?(2 + Intelligence modifier). Its class skills are Climb, Hide, Listen, and Spot. A The A-senee-ki-wakw has a +8 racial bonus on Hide checks in rocky terrain.
- -Racial Feats: A A-senee-ki-wakw’s giant levels give it five feats.
- – +11 natural armor bonus.
- -Special Attacks (see above): Rock throwing.
- -Special Qualities (see above): Rock catching.
- -Automatic Languages: Giant. Bonus Languages: Any 5
- -Favored Class: Barbarian.
- -Level adjustment +4.
A-senee-ki-wakw, Stone Giant Shaman
Huge giant, neutral
Armor Class: 17 (natural armor)
Hit Points: 240 (20d12 + 100)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 (+7) | 14 (+2) | 21 (+5) | 12 (+1) | 20 (+5) | 14 (+2) |
Saving Throws: Str +11, Con +9, Wis +9, Cha +6
Skills: Arcana +5, Insight +9, Medicine +9, Perception +9, Religion +5
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 19
Languages: Common, Giant, Sylvan, Primordial
Challenge: 12 (8,400 XP)
TRAITS
Stonecunning (Passive Ability)
A-senee-ki-wakw has an innate connection to the earth, allowing it to have advantage on Intelligence (History) checks related to stonework, as well as Insight checks to discern the nature of natural forces in the environment.
Earth Shaman
A-senee-ki-wakw can harness the power of the earth to cast spells. It is considered a spellcaster and can use the following spells (spellcasting ability: Wisdom, spell save DC 17, +9 to hit with spell attacks). A-senee-ki-wakw has the following spell slots and known spells:
- Cantrips (at will): Druidcraft, Mold Earth, Thorn Whip
- 1st Level (4 slots): Entangle, Faerie Fire, Healing Word
- 2nd Level (3 slots): Barkskin, Spike Growth, Moonbeam
- 3rd Level (3 slots): Call Lightning, Plant Growth, Stone Shape
- 4th Level (2 slots): Wall of Stone, Stone Tell
- 5th Level (1 slot): Earthquake
Legendary Resistance (3/Day)
If A-senee-ki-wakw fails a saving throw, it can choose to succeed instead.
Tremor Sense (Passive Ability)
A-senee-ki-wakw can sense vibrations in the ground within 60 feet of it. It can detect creatures who are moving or underground, though it cannot see them directly.
ACTIONS
Multiattack
A-senee-ki-wakw makes two Club attacks or one Club attack and one Earth Wave.
Club
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 7) bludgeoning damage.
Earth Wave (Recharge 5–6)
A-senee-ki-wakw slams the earth with its club, creating a shockwave of earth energy. Each creature in a 20-foot cone must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 30 (5d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Summon Earth Elemental (1/day)
A-senee-ki-wakw can summon an earth elemental to fight alongside it. The elemental remains for 1 minute or until slain. The elemental obeys A-senee-ki-wakw’s commands but is limited in its actions by the nature of its summoning. It acts on the initiative count of A-senee-ki-wakw.
Stoneform Transformation (Recharge 6)
As an action, A-senee-ki-wakw can meld into the earth, transforming its body into a living stone statue. While in this form, it gains resistance to all damage except force and psychic. This transformation lasts for up to 1 minute or until A-senee-ki-wakw chooses to return to its normal form.
LEGENDARY ACTIONS
A-senee-ki-wakw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. A-senee-ki-wakw regains spent legendary actions at the start of its turn.
- Move. A-senee-ki-wakw moves up to its speed without provoking opportunity attacks.
- Rock Throw. A-senee-ki-wakw makes one Throw Rock attack.
- Stone Heal (Costs 2 Actions). A-senee-ki-wakw restores 30 hit points to itself by drawing energy from the earth.
ENVIRONMENTAL INTERACTIONS
Sacred Earth
When in sacred lands, such as ancient forests or stone ruins, A-senee-ki-wakw’s magic becomes stronger. It gains advantage on all spellcasting rolls and its Earthquake spell’s damage increases by 10 (2d10).
Earth’s Wrath
A-senee-ki-wakw can use the ground to create natural traps, growing thorns, or quicksand in an area it controls. The area becomes difficult terrain, forcing enemies to expend more effort to move, making it an excellent controller of the battlefield.
TACTICS
- Battlefield Control: A-senee-ki-wakw’s primary tactics are focused on disrupting enemy formations and controlling space. It uses Earth Wave and Spike Growth to create zones where enemies are forced into vulnerable positions.
- Summon Allies: When outnumbered or needing extra support, it can use Summon Earth Elemental to create a secondary frontline, making it much harder for enemies to surround or overwhelm it.
- Defensive Strategy: In dire situations, A-senee-ki-wakw can transform into Stoneform, using its near-impervious state to absorb damage while planning its next move. It can also draw on Stone Heal to ensure it stays at full strength during long battles.
- Shamanistic Rituals: Before battle, it might use Barkskin or Plant Growth to fortify its defenses or alter the environment in its favor. Earthquake is used as a last-ditch effort when A-senee-ki-wakw is cornered or surrounded by enemies.
MOTIVATION AND BEHAVIOR
The A-senee-ki-wakw serves as the spiritual protector of ancient lands, guarding sacred grounds from invaders and those who seek to disturb the earth’s natural balance. While it can be a wise and peaceful figure, it will not hesitate to unleash its power when the earth is threatened. Its shamanistic nature is focused on maintaining harmony between the physical and spiritual worlds, drawing on both elemental forces and ancestral knowledge.
- Defender of Sacred Sites: A-senee-ki-wakw fights to protect sacred places, which could be ancient burial grounds, stone circles, or magical groves tied to the primal forces of the world.
- Spiritual Wisdom: Outside of combat, it may serve as a wise oracle or spiritual guide, offering guidance on matters of nature, the elements, and ancient rites. However, only those deemed worthy by the earth itself will gain its favor.
A-senee-ki-wakw, Stone Giant Chieftain
Huge giant, neutral
Armor Class: 18 (natural armor)
Hit Points: 350 (30d12 + 150)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 14 (+2) | 24 (+7) | 14 (+2) | 20 (+5) | 18 (+4) |
Saving Throws: Str +13, Con +12, Wis +10, Cha +9
Skills: Athletics +13, Insight +10, Medicine +10, Perception +10, Persuasion +9
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 20
Languages: Common, Giant, Sylvan, Primordial
Challenge: 15 (13,000 XP)
TRAITS
Leadership (Recharges after a Short or Long Rest)
A-senee-ki-wakw can use its Leadership ability to inspire its allies. Each creature of its choice within 30 feet that can see or hear it gains advantage on attack rolls and saving throws for 1 minute. After this effect ends, the creatures cannot benefit from it again until they complete a short or long rest.
Stonecunning (Passive Ability)
A-senee-ki-wakw has an innate connection to the earth, allowing it to have advantage on Intelligence (History) checks related to stonework, as well as Insight checks to discern the nature of natural forces in the environment.
Shamanic Presence
A-senee-ki-wakw’s deep spiritual connection to the earth allows it to channel ancestral spirits and earthly magic. It can cast the following spells without needing components, using Wisdom as its spellcasting ability (Spell save DC 17, +9 to hit with spell attacks):
- Cantrips (at will): Druidcraft, Mold Earth, Thorn Whip
- 1st Level (4 slots): Entangle, Faerie Fire, Healing Word
- 2nd Level (3 slots): Barkskin, Spike Growth, Moonbeam
- 3rd Level (3 slots): Call Lightning, Plant Growth, Stone Shape
- 4th Level (2 slots): Wall of Stone, Stone Tell
- 5th Level (1 slot): Earthquake, Wall of Thorns
Tremor Sense (Passive Ability)
A-senee-ki-wakw can sense vibrations in the ground within 90 feet of it. It can detect creatures who are moving or underground, though it cannot see them directly.
ACTIONS
Multiattack
A-senee-ki-wakw makes three Club attacks or one Club attack and one Earthquake Slam.
Club
Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 35 (4d10 + 8) bludgeoning damage.
Earthquake Slam (Recharge 5–6)
A-senee-ki-wakw slams its club into the ground, causing a tremor that reverberates through the earth. Each creature in a 30-foot radius must make a DC 18 Dexterity saving throw or take 40 (8d10) bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and is not knocked prone.
Summon Earth Elementals (1/day)
A-senee-ki-wakw can summon 2d4 earth elementals to serve it in battle. These elementals remain for 1 minute or until slain, obeying A-senee-ki-wakw’s commands. The summoned elementals act on initiative count 20 and are released in a zone of natural stone or earth.
Stoneform Shield (1/day)
A-senee-ki-wakw can harden its skin into stone as a bonus action. For the next minute, it gains resistance to all damage except force and psychic, and its AC increases by 2. It can end this effect early as a bonus action, gaining temporary hit points equal to half its hit point maximum.
LEGENDARY ACTIONS
A-senee-ki-wakw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. A-senee-ki-wakw regains spent legendary actions at the start of its turn.
- Move. A-senee-ki-wakw moves up to its speed without provoking opportunity attacks.
- Rock Throw. A-senee-ki-wakw makes one Rock Throw attack: Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. Hit: 35 (4d10 + 8) bludgeoning damage.
- Inspire Allies. A-senee-ki-wakw can choose one creature within 60 feet that can hear it to gain advantage on its next attack roll or saving throw.
ENVIRONMENTAL INTERACTIONS
Sacred Stoneform
When fighting on sacred lands—whether in ancient stone temples, mountainous terrain, or sacred forests—A-senee-ki-wakw can call upon the ancestral spirits of the earth, increasing its spellcasting abilities and gaining advantage on saving throws against magic.
- Ancestral Guidance: A-senee-ki-wakw can use Stone Tell or Commune with Spirits to consult with ancestral giants or the spirits of the land, gaining insights into the future or ancient knowledge.
Earth’s Might
A-senee-ki-wakw can manipulate its surroundings in battle to create natural obstacles, defensive walls, or even summon quicksand or stone barriers to trap enemies. In combat, it can use Stone Shape to create a defensive structure or Earthbind to keep flying enemies grounded.
TACTICS
- Battlefield Command: As the chieftain, A-senee-ki-wakw directs its forces with precision. It uses its Leadership ability to empower other Stone Giants or allies, encouraging them to fight with greater effectiveness.
- It places summoned earth elementals strategically to create distractions or block off pathways, using Earthquake Slam and Earthbind to control the flow of battle.
- Defensive Strategies: When under threat, A-senee-ki-wakw can cast Stoneform Shield to protect itself while healing or planning its next move. If surrounded, it will use Earthquake Slam to knock enemies prone, followed by Rock Throw or Club to deal massive damage.
- Offensive Tactics: A-senee-ki-wakw fights with immense physical strength, favoring close-range attacks with its club while occasionally using Earthquake Slam to cause widespread chaos. It will reserve Earthquake and Stoneform Shield for when the battle is tipping in its enemies’ favor, ensuring it remains as dangerous as possible.
MOTIVATION AND BEHAVIOR
The A-senee-ki-wakw Chieftain is a natural-born leader who commands great respect within its tribe. While it is a fierce warrior and tactician, it is also a deeply spiritual figure, acting as both protector and mediator for its people. The chieftain seeks to maintain the balance between its tribe and the world around it, defending sacred sites and ensuring that its people remain in tune with the earth’s energies.
- Protector of Sacred Grounds: A-senee-ki-wakw defends sacred sites that hold deep significance to its people, such as ancient burial grounds, stone circles, or locations of ancestral power. It will act with extreme prejudice against anyone who threatens these lands.
- Defender of the Tribe: It will use its earth magic and commanding presence to rally its tribe and ensure their survival. As a leader, it is both wise and fearsome, knowing when to negotiate and when to crush its enemies.
- Spiritual Leader: The chieftain often consults the ancestral spirits and earth deities to ensure the tribe remains on the right path. The shamanic presence adds layers of mysticism, making the chieftain a figure revered and feared by both allies and enemies alike.