Giant, “Gigantes, the Earth-Shakers and Serpents of the Deep”
“Uncover the epic revolt of earth-born giants that nearly overthrew Olympus—these fearsome Gigantes defied the gods!”

The Gigantes are mythic beings born from Gaia’s very flesh, originally depicted as imposing, armored warriors—towering men with bulging muscles, wild, unkempt hair, and fierce, determined faces. In early representations they resembled large hoplite soldiers wielding long spears, but later depictions transformed them into more monstrous figures with exaggerated features, such as serpentine legs draped in scales and tails, emphasizing their chthonic, earth-born nature.
Behaviour:
Fierce and rebellious, the Gigantes are characterized by their relentless aggression and hubris; they embody a raw, untamed force that refuses to bow to any authority. Driven by an insatiable desire to upend divine order, they launch unrestrained attacks—hurling enormous boulders and uprooted trees—in acts of defiant violence that mirror the chaotic energy of nature itself. Their combat style is less about tactical finesse and more about overwhelming brute strength and passion, often depicted with a wild, almost bestial ferocity.
Habitat:
Intrinsically linked to the earth, these giants are said to inhabit volcanic and rugged regions—mythically associated with places like Phlegra and the Pallene peninsula in Thrace. Legends assert that the rumblings of the earth and the eruptions of volcanoes (such as Mount Etna or Vesuvius) are the restless stirrings of the Gigantes trapped beneath the surface, their ongoing battles causing earthquakes and fiery outbursts. Their natural domain is thus one of raw, elemental power—a living, breathing landscape of chaos.
Modus Operandi:
In battle, the Gigantes rely on their overwhelming physical might rather than subtle strategy. They charge en masse, using sheer force to hurl massive rocks and uprooted trees, and in some accounts, they draw strength from their native soil—rendering them nearly invincible as long as they remain within their birth territory. The gods, aware of this mystical tether to the earth, often neutralized them by dragging them away from their homeland during the epic Gigantomachy, turning their own power source against them.
Motivation:
Their uprising is rooted in a deep, mythic injustice: Gaia, enraged by the treatment of her other children (the Titans) and the new divine order established by the Olympians, birthed the Gigantes as agents of retribution. Their rebellion in the Gigantomachy represents the clash between primordial chaos and the order imposed by Zeus and his cohorts—a symbolic struggle where the wild, untamed forces of nature sought to reclaim their lost dominion over the cosmos. In essence, the Gigantes are driven by both a desire for vengeance and an inherent impulse to disrupt the established, civilized order, making their revolt a timeless allegory for the conflict between chaos and control.
Gigantes 5e
Gigantes, Pathfinder
Gigantes, Earth-Shaker

Huge giant, chaotic evil
Armor Class: 22 (natural armor)
Hit Points: 700 (40d12 + 400)
Speed: 40 ft., burrow 20 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 14 (+2) | 28 (+9) | 16 (+3) | 18 (+4) | 20 (+5) |
Saving Throws: Str +18, Con +17, Wis +12, Cha +13
Skills: Athletics +18, Intimidation +13, Perception +12
Damage Immunities: Fire, Poison
Senses: Darkvision 120 ft., passive Perception 22
Languages: Common, Giant, Primordial
Challenge Rating: 30 (155,000 XP)
Traits
- Legendary Resistance (3/Day): If the Gigantes fails a saving throw, it can choose to succeed instead.openttrpg.com
- Siege Monster: The Gigantes deals double damage to objects and structures.
- Amphibious: The Gigantes can breathe air and water.
- Earthquake Aura: The area within 60 feet of the Gigantes is considered difficult terrain. Additionally, any creature that starts its turn within this aura must succeed on a DC 22 Constitution saving throw or be stunned until the start of its next turn.
- Serpentine Form: The Gigantes’ lower body consists of coiled, serpentine tails covered in glistening scales, granting it advantage on checks to escape grapples and resistance to poison damage.openttrpg.com
- Innate Spellcasting: The Gigantes’ innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:openttrpg.com+1dnd-srd-sphinx.readthedocs.io+1
- At Will: Earth Tremor, Mold Earth
- 3/Day Each: Wall of Fire, Stone Shape, Erupting Earth
- 1/Day Each: Earthquake, Volcano
- Legendary Actions: The Gigantes 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. The Gigantes regains spent legendary actions at the start of its turn.
- Attack: The Gigantes makes one weapon attack.
- Earth Slam (Costs 2 Actions): The Gigantes slams the ground, causing a shockwave. All creatures within 30 feet must make a DC 26 Dexterity saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
- Volcanic Eruption (Costs 3 Actions): The Gigantes exhales molten lava in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Actions
- Multiattack: The Gigantes makes three attacks: one with its bite, one with its tail, and one with its weapon.
- Bite: Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 10) piercing damage.kassoon.com+3dnd-srd-sphinx.readthedocs.io+3openttrpg.com+3
- Tail: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 10) bludgeoning damage.
- Weapon (Greatclub): Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 35 (4d10 + 10) bludgeoning damage.
Lair Actions
On initiative count 20 (losing initiative ties), the Gigantes can take a lair action to cause one of the following effects; the Gigantes can’t use the same effect two rounds in a row:
- Seismic Shock: The Gigantes causes the ground to tremble violently. All creatures within 120 feet must succeed on a DC 22 Dexterity saving throw or fall prone.
- Lava Flow: Molten lava erupts from the ground in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
- Stoneform: The Gigantes transforms the terrain within 60 feet, causing it to become rocky and uneven. This area is considered difficult terrain for 1 hour.
Regional Effects
The region containing the Gigantes’ lair is warped by its presence, creating the following effects:
- Volcanic Activity: The area experiences frequent volcanic eruptions and earthquakes. Any creature within 6 miles of the lair must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion each day.
- Lava Rivers: Rivers of lava flow through the terrain, creating natural barriers and hazards. Crossing these rivers requires a DC 15 Dexterity (Acrobatics) check.
- Magnetic Disturbances: Metal objects within 1 mile of the lair are magnetically attracted to the lair. This effect imposes disadvantage on attack rolls with metal weapons and imposes disadvantage on Stealth checks due to the clanging of metal.
Gigantes

This ebon-skinned monstrosity has a gaping maw with boar-like tusks and a wide nose beneath a furrowed brow that lacks any sort of eyes or visible visual organs. Its corded muscles twist and writhe beneath its smooth, hairless jet hide, giving its frame a gnarled, unbalanced asymmetry. It moves with a loping gait, however, and wears its armor, composed of thick, welded plates, effortlessly.
These giants were the children of Gaia, who was fertilized by the blood of Uranus, after Uranus was castrated by his son Cronus.
Gigantomachy
Gaia, incensed by the imprisonment of the Titans in Tartarus by the Olympians, incited the Giants to rise up in arms against them, end their reign, and restore the Titans’ rule. Led on by Alcyoneus, and Porphyrion, they tested the strength of the Olympians in what is known as the Gigantomachia or Gigantomachy. The Giants Otus and Ephialtes hoped to reach the top of Mount Olympus by stacking the mountain ranges of Thessaly, Pelion, and Ossa on top of each other.
The Olympians called upon the aid of Heracles after a prophecy warned them that he was required to defeat the Giants, for the aid of a mortal was needed. Athena, instructed by Zeus, sought out Heracles and requested his participation in the battle. Heracles responded to Athena‘s request by shooting an arrow dipped in the poisonous blood of the dreaded Hydra at Alcyoneus, which made the Giant fall to the earth. However, the Giant was immortal so long as he remained in Pallene.
Athena advised Heracles to drag Alcyoneus outside Pallene to make the Giant susceptible to death. Once outside Pallene, he was beaten to death by Heracles. Heracles slew not only Alcyoneus, but dealt the death blow to the Giants who had been wounded by the Olympians. The Giants who died by the hero’s hands were Alcyoneus, Ephialtes, Leon, Peloreus, Porphyrion and Theodamas, giving Heracles the most kills of the Gigantomachy.
The Olympians fought the Giants with the Moirai aiding them before the aforementioned prophecy was made, meaning the Giants would have overcome the combined efforts of both Olympus and the Sisters of Fate had Heracles not fought.
This battle occurred in the time when Heracles lived, so many events had already happened: the establishment of the Olympian gods, their progeny, the adventures of Perseus (forefather of Heracles) and so on. Thus in the Gigantomachy, the Moirai and Heracles, having joined the Olympians, defeated the Giants and quelled the rebellion, confirming their reign over the earth, sea, and heaven, and confining the Giants into Tartarus. The only Giant not slain in the conflict was Aristaios, who was turned into a dung beetle by Gaia so the Giant might be safe from the wrath of the Olympians.
Whether the Gigantomachy was interpreted in ancient times as a kind of indirect “revenge of the Titans” upon the Olympians as the Giants’ reign would have been in some fashion a restoration of the age of the Titans.
The Giants were buried by the gods beneath the earth, where their writhing caused volcanic activity and earthquakes.
Abyss Gigas CR 16 |
XP 76,800 CE Gargantuan humanoid (chaotic, evil, extraplanar, giant) Init +5; Senses Blindsight 100 ft.; Perception +27 |
DEFENSE |
AC 31, touch 7, flat-footed 30 (+9 armor, +1 Dexterity, +15 natural, -4 size) hp 283 (21d8+189) Fort +21, Ref +8, Will +10 Defensive Abilities rock catching; DR 3/-, 10/lawful; Immune electricity; Resist acid 10, cold 10, fire 10, sonic 10 |
OFFENSE |
Speed 60 ft. (50 ft. in armor) Melee mwk adamantine warhammer +25/+20/+15 (4d6+19/19-20/x3), bite +19 (2d8+6 plus wrenching spasms) Ranged rock +13 (4d6+19) Space 20 ft., Reach 20 ft. Special Attacks rock throwing (160 ft.) Spell-Like Abilities (CL 16th; concentration +18) At will – deeper darkness, fear (DC 15), mirror image 3/day – dispel magic, dominate person (DC 17), telekinesis (DC 17), true seeing |
STATISTICS |
Strength 37, Dexterity 12, Constitution 28, Intelligence 20, Wisdom 17, Charisma 15 Base Atk +15; CMB +32 (+34 bull rush, +36 sunder); CMD 43 (45 vs. bull rush and sunder) Feats Awesome Blow, Catch Off-Guard, Combat Reflexes, Greater Sunder, Improved Bull Rush, Improved Critical (warhammer), Improved Initiative, Improved Sunder, Power Attack, Stand Still, Throw Anything Skills Climb +32, Intimidate +26, Knowledge (planes) +26, Perception +27, Sense Motive +24, Stealth +5, Survival +27 Languages Abyssal, Common, Giant SQ planar empowerment |
ECOLOGY |
Environment any (Abyss) Organization solitary, pair, or gang (3-7) Treasure standard (adamantine full plate, adamantine warhammer, other treasure) |
SPECIAL ABILITIES |
Planar Empowerment (Su) While on the plane of the Abyss, an Abyss gigas gains access to blasphemy (DC 24), cloak of chaos (DC 25), and earthquake (DC 25) as spell-like abilities, each usable once per day. If the gigas ventures onto another plane, it cannot make use of these abilities (though its other spell-like abilities remain available). The save DC for the spell-like abilities is Charisma-based and includes a +5 racial bonus. Wrenching Spasms (Su) When an Abyss gigas hits an opponent with its bite attack, the opponent must make a DC 29 Fort save or be overcome by wrenching spasms that wrack its body. These spasms cause the victim to be nauseated and deal 1d6 points of damage to Strength and Dexterity due to the painful contortion of bones, muscles, and limbs. The spasms continue for 1d6 hours or until healed with heal, regenerate, or greater restoration. The effects of this ability do not stack, but once a creature has recovered from or been cured of the effect, it can be affected again. Once a creature has made successful saving throw against this effect, it cannot be affected by the wrenching spasms from that particular gigas for 24 hours. The save DC is Constitution-based. |

Abyss gigas are a race of giants created by the goddess Gaea when the blood of her mutilated husband Uranus fell upon her earthly form.
Abyss gigas are huge, man-like creatures that often have tattoos of serpents somehow integrated into their bodies. Their hatred of the Olympian gods who abandoned them runs deep, and they will never pass up a chance to do one of them harm.
Spawned from titans who took refuge in the rifts of the Abyss, the Abyss gigas roam the wastes between the once-mighty titan fortresses. These powerful beings do not typically dwell among their own kind, preferring instead to enslave lesser beingsdemons and captured planar travelersand rule over them as despotic tyrants. Many Abyss gigas serve more powerful demon lords in turn.
When more than one of the thankfully rare Abyss gigas live near each other, they exist in a state of perpetual warfare, sending forth wave after wave of their minions in battle. In these situations, only rarely do the gigas masters ever face each other and come to blows, and even then never to the death, as they are aware of the fragile existence of their nearly extinct race. When facing other opponents, however, an Abyss
gigas is a fearsome foe, battling to the death to prove the superiority of its ancient line.
When encountered on the Material Plane, Abyss gigas are fond of taking control of companies of giants and compelling them to do their bidding, feeling at once both a distant kinship and a sense of domineering superiority. Frost giant cults of Kostchtchie are frequent recipients of this sort of attention.
Abyss gigas stand over 50 feet tall and weigh 25 tons or more, not including the weight of their Abyss-forged armor and weapons of adamantine. Abyss gigas usually favor the weapons of their demonic patrons. For example, followers of Kostchtchie often wield giant warhammers in both hands, servants of Lamashtu carry falchions, and those serving Urxehl use spiked Greatclubs.
Abyss gigas are strictly individuals, but don’t truly have a society of their own. Abyss gigas don’t appear to procreate, and there are no known females; all would appear to be children of Gaea.
The above stats and description are only for typical Abyss gigas; each one is an individual and can vary wildly from this norm. They are led by Alcyoneus, Porphyrion and Enceladus