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Hyperborean Giant

Hyperborean Giant
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Appearance: The Hyperborean Giants, offspring of Boreas and Khione, stand at an awe-inspiring 9 feet tall, their colossal frames adorned with ethereal, frost-kissed skin. Glacial blue eyes gleam with ancient wisdom, framed by flowing silver hair that seems to catch the shimmering light of their perpetual spring.

Behavior: Noble and serene, the Hyperborean Giants exude an aura of calm and otherworldly grace. Their demeanor is marked by a gentle benevolence, emphasizing cooperation and harmony. They are the epitome of stoicism, rarely moved by the turbulent emotions that sway lesser beings.

Habitat: Dwelling in a sacred realm beyond the North Wind, the Hyperborean Giants inhabit a land untouched by the rigors of winter. Lush meadows bathed in eternal sunlight stretch across their idyllic home, where mythical creatures roam freely, and crystalline waters reflect the beauty of their divine abode.

Modus Operandi: As immortal priests, the Hyperborean Giants engage in elaborate rituals to honor Apollo. Towering above their temple, they orchestrate hymns that resonate through the celestial expanse, harmonizing with the ethereal songs of swans descending from the Rhipaean Mountains. Their ritualistic precision and musical prowess serve to purify the sacred grounds.

Motivation: Driven by an unwavering dedication to their divine duties, the Hyperborean Giants find purpose in maintaining the balance of their utopian realm. As devout servants of Apollo, their motivation lies in preserving the perpetual spring, ensuring the seamless convergence of celestial and mortal realms, and perpetuating the harmonious existence they’ve cultivated for eons.


  • Hyperborean Giant
  • Hyperborean Giant Pathfinder

Large giant, lawful good


Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 80)
Speed 40 ft.


STRDEXCONINTWISCHA
26 (+8)12 (+1)18 (+4)12 (+1)16 (+3)14 (+2)

Saving Throws Str +12, Con +8, Wis +7
Skills Insight +7, Performance +6
Senses passive Perception 13
Languages Celestial, Giant
Challenge 14 (11,500 XP)


Innate Spellcasting. The Hyperborean Giant’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: control weather, gust of wind
  • 3/day each: cure wounds, calm emotions, detect thoughts
  • 1/day each: sunburst, mass cure wounds

Magic Resistance. The Hyperborean Giant has advantage on saving throws against spells and other magical effects.

Frost Aura. Creatures within 10 feet of the Hyperborean Giant have disadvantage on saving throws against cold damage.

Harmonic Presence. The Giant adds its Wisdom modifier to Charisma (Performance) checks.


Actions

Multiattack. The Hyperborean Giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d8 + 8) bludgeoning damage.

Winter’s Call (Recharge 5-6). The Hyperborean Giant utters a mystical call, summoning a winter storm in a 60-foot radius centered on itself. Creatures within the area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. The storm lasts for 1 minute, and the area is considered difficult terrain.


Legendary Actions

The Hyperborean 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 Giant regains spent legendary actions at the start of its turn.

Winter’s Presence. The Giant casts fog cloud without expending a spell slot.

Aegis of Boreas (Costs 2 Actions). The Giant grants itself or one ally within 30 feet advantage on all saving throws until the start of its next turn.

Astral Harmony (Costs 3 Actions). The Giant channels celestial energy, restoring 30 hit points to itself or one ally within 30 feet.

By Gerardus Mercator, with addition of data from Willem Barentsz voyages - Helmink Antique Maps, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2065045, Hyperborean Giant
By Gerardus Mercator, with addition of data from Willem Barentsz voyages – Helmink Antique Maps, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2065045

Gigantic sons of Boreas the titian of the North Wind, the immortal priests of the Hyperborean tribe.

Name Hyperborean Giant
Giant, Cloud Half-celestial CR 17
XP 102400
Neutral Good Huge Humanoid (Outsider) Giant Subtype, Native Subtype
Cleric level 5 (skill points 25) Cleric
(Domains Air and Weather)
Init +1; Senses Low-light Vision, Scent, Darkvision 60; Perception +25

DEFENSE

AC 34, touch 11, flat-footed 33 (+1 Dex, +15 Natural, -2 size, +6 armour, +2 shield, +2 deflection)
hp 271 (16d8+5d8+168+5);
Fort +22, Ref +7, Will +17
Rock catchingDamage reduction 10/magic, Immunity to Disease, Resist acid/cold/electricity 10, Resist Poison +4 save, Spell Resistance 11 + CR

OFFENSE

Speed 35ft., fly 70ft., Flight Can fly at twice land speed
Melee MWK Elysian Bronze Shortspear +29/+24/+19 (2d6+15)
Ranged Giant Rock +14 (2d6+22) range 120 Rock Throwing (Ex) +1 to hit range140ft
Space 15 ft.; Reach 15 ft.

Special Attacks

Smite Evil 1/day add damage = HD
Channel Energy 3+ CHA mod / day in 30ft burst. DC 10 + 1/2 level + CHA mod, number of d6 = 3
Lightning Arc (sp) Standard action, 30ft ranged touch 1d6 + 1/ level damage. 3/day + WIS mod
Storm Burst (Sp) Standard action 30ft ranged touch 1d6+ 1/2 level cold. Per day = 3 + WIS mod

Spell-Like Abilities
1/day Fog cloud cast level 5 , 3/day Levitate self + 2000 pounds , 3/day Obscuring mist , Detect evil DC(15) , Pro. evil 3/day, Bless DC(16) , Aid DC(17) , Neutralize Poison DC(18) , Remove Disease DC(18) , Cure ser. wounds DC(19) , Holy smite DC(19) , Dispel evil DC(20) , Hallow DC(20) , Holy word DC(22) , Holy Aura 3/day DC(23) , Mass charm monster DC(23) , Resurrection DC(24) , Summon monster IX (celesttial only) DC(24) ,

Spells Known:

Cleric Spells: CL 5 Concentration 11Level 0 (4) DC 16: Purify Food and Drink, Read Magic, Sotto Voce, Virtue, ; Level 1 (6) DC 17: Abadars Truthtelling, Bless, Endure Elements, Obscuring Mist, Read Weather, Winter Feathers, ; Level 2 (5) DC 18: Air Step, Fog Cloud, Imbue With Elemental Might, Whispering Lore, Wind Wall, ; Level 3 (3) DC 19: Call Lightning, Gaseous Form, Storm Of Blades, ;

STATISTICS

Str 41, Dex 13, Con 27, Int 16, Wis 23, Cha 20
Base Atk +15; CMB +32; CMD 45
Feats Armour Prof Light, Armour Prof Medium, Awesome Blow, Cleave, Combat Casting, Extra Channel, Great Cleave, Greater Bull Rush, Greater Overrun, Intimidating Prowess, Iron Will, Power Attack, Selective Channeling, Shield Proficiency, Simple Weapon Proficiency;
Skills Appraise +15, Climb +23, Craft +15, Diplomacy +20, Heal +21, Intimidate +33, Know Arcana +18, Know History +14, Know Local +14, Know Nobility +14, Know Religion +18, Know the Planes +14, Linguistics +17, Perception +25, Perform +13, Sense Motive +21, Spellcraft +16
Languages Common

ECOLOGY

Environment Temperate mountains
Organization Solitary, Gang 2-4, Band 6-9
Treasure Coins, Goods x 2, Items

SPECIAL ABILITIES

ITEMS: Amulet of natural armour (+2) +2 Nat armour, Masterwork Breastplate, Boots winged Fly 3/day for 5mins, Bracers of armour (+1) +1AC, Eyes of the eagle (+5) +5 perception, Wind fan -, Ring of Feather falling -, Ring of Protection (+2) +2 AC, Masterwork Shield, heavy steel, Masterwork Shortspear, Elysian Bronze Weapon : adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours,

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