“Earth Giants: The Guardians of Timeless Stone”
“Unleash the ancient power of the Earth Giant—150 feet of pure, unstoppable stone fury ready to crush anything in its path!”
The Earth Giant is a colossal, ancient being whose body is composed entirely of stone, rock, and earth. Standing over 150 feet tall, it appears as nothing more than a massive, weathered hill when at rest, with its barrel-shaped torso supported by thick, sturdy legs that resemble rock formations. Its head is spherical and featureless, save for a gaping, toothless maw that speaks with a thunderous voice, shaking the earth with each word. The surface of the Earth Giant’s body is often covered in dirt, moss, and plant life, with small animals even making their home on it. When it moves, the ground trembles beneath its immense weight, and its movements are slow but deliberate.
Earth Giants are reclusive and spend most of their time in deep slumber, resting for centuries at a time, hidden among mountains, valleys, or vast plains. They blend seamlessly into the landscape, their massive forms becoming part of the natural environment. They can remain undisturbed for generations, with settlements and flora growing on their bodies without their notice. However, if provoked—such as by mining attempts or reckless disturbances—they may stir, but even in their slumber, they are capable of causing localized earthquakes with a mere shift of their form.
While not inherently malicious, Earth Giants are known to defend themselves with overwhelming force if pushed. Their booming voice can inspire terror, and when fully awake, they unleash devastating attacks, using uprooted trees or entire buildings as weapons. Their primary mode of defense is to intimidate with their sheer size and power, often sending shockwaves through the ground to deter attackers. If aggression persists, they’ll fight with a calculated brutality, trampling anything in their path and crushing foes beneath their immense weight.
Their motivation is simple: to remain undisturbed and continue their long existence in peace. Earth Giants are deeply connected to the earth, and their ancient knowledge spans centuries, making them living repositories of wisdom. They are not driven by greed or malice but rather by an instinctual desire to protect their slumbering sanctuaries and remain unbothered. Occasionally, they may share fragments of their knowledge with those who approach respectfully, but this is rare, as their understanding of time is so distant that they often struggle to relate to the concerns of newer civilizations.
While these beings are seen as immortal by many, in truth, they are simply immensely long-lived. They do not actively seek conflict but will rise to protect themselves and the lands they inhabit from those foolish enough to provoke them.
Earth Giant 5e
Earth Giant 3.5
Earth Giant
Gargantuan Giant, Neutral
Armor Class: 21 (Natural Armor)
Hit Points: 616 (33d12 + 330)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 26 (+8) | 18 (+4) | 20 (+5) | 18 (+4) |
Saving Throws Dex +7, Con +15, Wis +12, Cha +11
Skills Athletics +18, History +10, Nature +10, Intimidation +11, Perception +12, Survival +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Passive Perception 22
Languages Common, Draconic, Terran, Undercommon
Challenge CR 24 (62,000 XP)
TRAITS
- Legendary Resistance (3/Day). If the Earth Giant fails a saving throw, it can choose to succeed instead.
- Siege Monster. The Earth Giant deals double damage to objects and structures.
- Ancient Presence. The Earth Giant is a creature of great age and power. It can call upon its centuries of experience to grant it advantage on all Wisdom (Survival) and Intelligence (Nature) checks, as well as on Charisma (Intimidation) checks.
- Earth’s Embrace. The Earth Giant can meld into the landscape, becoming nearly indistinguishable from the natural terrain around it. While in mountainous or rocky terrain, it can use Stealth checks with advantage to hide. It can remain in this state for up to 24 hours.
ACTIONS
- Multiattack. The Earth Giant makes two Rock Slam attacks or one Earthquake Stomp and one Rock Slam attack.
- Rock Slam.
Melee Weapon Attack: +16 to hit, reach 25 ft., one target.
Hit: 45 (5d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. - Earthquake Stomp (Recharge 5-6).
The Earth Giant stomps the ground with tremendous force, causing a localized earthquake in a 120-foot radius. Each creature in the area must make a DC 22 Dexterity saving throw or fall prone and take 8d12 bludgeoning damage. Structures within the area take double damage. - Rock Throw.
Ranged Weapon Attack: +16 to hit, range 100/400 ft., one target.
Hit: 60 (6d12 + 10) bludgeoning damage. The target must make a DC 22 Strength saving throw or be knocked prone. - Crushing Grip (Recharge 5-6).
The Earth Giant grabs a creature within 20 feet, using its immense strength to squeeze the life out of it.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 50 (6d12 + 10) bludgeoning damage, and the target must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. - Terrifying Roar (Recharge 5-6). The Earth Giant releases a terrifying roar that causes the ground to shake. Each creature within 300 feet that can hear it must make a DC 21 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.
LEGENDARY ACTIONS
The Earth Giant 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 Earth Giant regains spent legendary actions at the start of its turn.
- Rock Toss. The Earth Giant makes one Rock Throw attack.
- Earthquake Stomp (Costs 2 Actions). The Earth Giant uses its Earthquake Stomp ability.
- Terrifying Roar (Costs 3 Actions). The Earth Giant uses its Terrifying Roar.
TACTICS AND MOTIVATION
The Earth Giant is a creature of ancient power and immense strength, driven primarily by instinct to protect its territory. It spends much of its time resting in the landscape, hidden from view and blending seamlessly with the environment, waiting for any intrusion. When threatened, it will unleash its terrifying Earthquake Stomp or Crushing Grip to punish any who disturb its slumber.
In combat, the Earth Giant relies on its Legendary Resistance to avoid harmful spells or effects, making it difficult for spellcasters to weaken it. It uses its Terrifying Roar early in combat to instill fear and break up enemy formations. Afterward, it uses its immense strength and ability to control the battlefield with Rock Slam attacks and Earthquake Stomp to disrupt the enemy’s ranks.
The Earth Giant is motivated by its natural instinct to defend its land and its ancient slumber. While it does not actively seek out combat, it will relentlessly crush anything that threatens its domain, especially if that threat is caused by a disturbance of the earth itself.
ENVIRONMENT
Earth Giants are most often found in mountainous, rocky regions, deep caves, or dense forests. These giants typically remain hidden for centuries or millennia at a time, only emerging when their home is threatened. They may be revered as ancient guardians or feared as forces of nature that should not be disturbed.
What appeared to be a nearby hill begins to move, unfurling into a massive, roughly humanoid shape composed entirely of rock and stone. A barrel-shaped torso sits atop a pair of thick legs that terminate in solid rock, giving the appearance of boots. Its roughly spherical head is featureless, other than a massive, toothless maw from which its speaks like thunder rolling through the mountains.
Originally Posted by Shade of the En World forums.
Earth giants, also known as “rumblers” due to their booming voices, are among the most ancient of creatures on the Material Plane. So rare that few people even know of their existence, earth giants spend most of their time at rest, appearing as nothing more than a large, rocky hill. Because earth giants rest for centuries at a time, thick amounts of dirt accumulate upon its body, providing a habitat for plants to grow and animals to wander.
In fact, humanoids have even been known to build settlements upon a slumbering earth giant. Earth giants are undisturbed by any such commotion, only waking if someone attempts to “mine” them. Even then, the earth giant may simply shuffle in its sleep, suggesting to those upon it than an earthquake has occurred.
Because they are so ancient, earth giants have a difficult time relating to beings of more recent eras. They are amazing sources of knowledge, though, and may be convinced to answer a few questions at a time if approached in a friendly manner.
Earth giants have no true enemies, although a flight of dragons may be able to take one down. Because no humanoids have ever witnessed the death of an earth giant, many cultures believe them to be immortal. In fact, they are merely extremely long-lived and not invulnerable.
Legends claim that certain spells exist that can wake earth giants from their slumber. Although it is unlikely that such arcane knowledge still exists, it would be ill-advised to do so, for awakening such an immense, powerful being can result in great catastrophe.
An earth giant stands over 150 feet tall and its weight is immeasurable.
All earth giants speak Common, Draconic, Terran, and Undercommon. Many have learned other region-specific languages over time.
Giant, Earth | |
Colossal Giant (Earth) | |
Hit Dice | 36d8+612 (774 hp) |
Initiative | +0 |
Speed | 120 ft. (24 squares) |
Armor Class | 47 (-8 size, +45 natural), touch 2, flat-footed 47 |
Base Attack/Grapple | +24/+54 |
Attack | Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die) |
Full Attack | Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die) |
Space/Reach | 150 ft./150 ft. |
Special Attacks | Adamantine strike, destroyer of objects, frightful presence, improved improvised weapons, improved trample 4d12+22, pummel 6d12+33, shockwave |
Special Qualities | Blindsight 1 mile, fast healing 3 (from Fast Healing feat), immunity to cold and fire, knowledgeable, Low-Light Vision, resistance to electricity 50, Spell Resistance 35, vulnerable to earth-affecting magic |
Saves | Fort +37, Ref +12, Will +18 |
Abilities | Strength 55, Dexterity 10, Constitution 45, Intelligence 22, Wisdom 23, Charisma 22 |
Skills | Diplomacy +49, Gather Information +49, Intimidate +45, Jump +58, Knowledge (Geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +45, Sense Motive +45, Survival +6 (+10 to avoid getting lost or to avoid natural hazards, +10 in aboveground natural environments) |
Feats | Awesome Blow, Cleave, Devastating Critical (slam), Epic Weapon Focus (slam), Fast Healing, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Power Critical (slam), Snatch (B), Weapon Focus (slam) |
Environment | Any land |
Organization | Solitary |
Challenge Rating | 24 |
Treasure | Standard |
Alignment | Always neutral |
Advancement | 37+ HD (Colossal) |
Level Adjustment | — |
COMBAT
Earth giants rarely attack smaller beings, even if provoked. They create so much destruction in their wanderings, though, that many creatures may see them as a threat and form mobs or even armies to try to stop them. If harassed enough to battle, earth giants generally try to frighten off the lesser aggressors with their booming voices, and may punctuate the intimidation with the random destruction of a few buildings. If the hostilities continue, the earth giant will most likely unleash a shockwave with a massive stomp and sweep through waves of enemies wielding an uprooted tree or building as an enormous club.
Adamantine Strike (Ex): An earth giant’s natural attacks are treated as adamantine for purposes of overcoming damage reduction and hardness.
Destroyer of Objects (Ex): An earth giant that makes a full attack against an object or structure deals double damage and ignores hardness.
Frightful Presence (Su): An earth giant can inspire terror by attacking or simply speaking with its booming voice. Affected creatures must succeed on a DC 34 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the earth giant. The save DC is Charisma-based.
Improved Improvised Weapons (Ex): An earth giant creates weapons out of anything large enough that it can find, such as uprooted trees, torn off mountain tops, or even churches. An earth giant suffers no penalties on attack rolls for using improvised weapons.
Improved Trample (Ex): Reflex half DC 50. If an earth giant tramples a creature, that creature does not gain an attack of opportunity against the giant. If an earth giant tramples a structure (building, ship, castle wall, and so on), its trample attack deals double damage. The save DC is Strength-based.
Knowledgeable (Ex): An earth giant makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal.
Pummel (Ex): If an earth giant hits with both slam attacks, its attacks are especially punished and may knock the opponent senseless. This attack automatically deals an additional 6d12+33 points of damage, and the victim must succeed on a DC 50 Fortitude save or be dazed for 1 round. The save DC is Strength-based.
Shockwave (Ex): As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.
Vulnerable to Earth-Affecting Magic (Ex): Any spell that affects earth or rock (such as Earthquake, Move earth, stone shape, and transmute rock to mud) deals 1d8 points of damage per spell level to an earth giant. A successful Will save halves the damage taken.
Originally appeared in Dragon Magazine #256 (1999).