This site is games | books | films

Arimaspi: The One-Eyed Giants of Ancient Lore

The Arimaspi are fearsome one-eyed giants standing over twelve feet tall, with muscular, rugged bodies covered in scars from countless battles. Their single, glaring eye, often bloodshot and full of malice, is centered in the middle of their foreheads, giving them an unsettling and monstrous visage. Their wild, unkempt hair and beards, paired with fanged teeth and snarling expressions, only add to their menacing appearance. Clad in crude leather armor and wielding massive clubs or axes, these giants are a force to be reckoned with.

Behavior: Arimaspi are fiercely aggressive and territorial, known for their hostility toward any intruders. They are notorious for raiding nearby villages and attacking travelers, driven by their insatiable greed and love of combat. They are solitary creatures, preferring to live and fight alone rather than in groups.

Habitat: These giants are typically found in remote, desolate areas, such as the rugged mountains and barren steppes of the northern regions. They make their lairs in caves or rocky outcroppings, often near rumored treasure hoards or gold mines, which they fiercely guard.

Modus Operandi: Arimaspi are ambush predators, using their knowledge of the terrain to surprise and overpower their enemies. They are relentless in pursuit, tracking prey over great distances. Their strength and size make them formidable in direct combat, where they can crush opponents with brutal, overpowering strikes.

Motivation: Their primary motivation is greed. They are obsessed with hoarding gold and precious items, which they consider symbols of power and status. Their lust for wealth often brings them into conflict with other mythical creatures, such as griffins, who also guard treasures. Additionally, their love of battle and conquest drives them to continuously seek out new challenges and expand their territories.


  • Arimaspi 5e
  • Arimaspi 3.5 Homebrew

Arimaspi

Large Giant, Chaotic Evil


  • Armor Class: 16 (Natural Armor)
  • Hit Points: 178 (17d10 + 85)
  • Speed: 40 ft.
STRDEXCONINTWISCHA
21 (+5)14 (+2)20 (+5)10 (+0)14 (+2)12 (+1)
  • Saving Throws: Str +9, Con +8, Wis +5
  • Skills: Intimidation +5, Survival +6
  • Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Senses: Darkvision 120 ft., Passive Perception 12
  • Languages: Giant
  • Challenge: 10 (5,900 XP)
  • Proficiency Bonus: +4

Traits

  • Magic Resistance. The Arimaspi has advantage on saving throws against spells and other magical effects.
  • One-Eyed Rage. When the Arimaspi takes damage from a creature it can see, it can use its reaction to enter a rage until the end of its next turn. While raging, it gains advantage on melee attack rolls and adds +3 to the damage of its melee attacks. It also has resistance to all damage except psychic damage.

Actions

  • Multiattack. The Arimaspi makes two melee attacks with its Greataxe.
  • Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage.
  • Roar of Intimidation. The Arimaspi lets out a thunderous roar. Each creature of its choice within 20 feet of it that can hear it must succeed on a DC 15 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, ending the effect on itself on a success.

Reactions

  • Stone Hide. When the Arimaspi takes damage from a melee attack, it can use its reaction to gain +2 AC until the start of its next turn.

Tactics

  • Close Combat Specialist: The Arimaspi uses its Multiattack with the Greataxe to deal significant melee damage, focusing on enemies within reach.
  • Crowd Control: It will start combat with Roar of Intimidation to frighten enemies and reduce their effectiveness.
  • Defensive Maneuver: When facing multiple attackers or heavy damage, it uses Stone Hide to increase its chances of survival.

Description: The Arimaspi is a towering figure, standing 12 feet tall with a formidable, muscular build. Its rough, stone-like skin adds to its menacing appearance, and its most striking feature is its immense single eye, glowing with a haunting light. This eye, centered on its forehead, dominates its face and conveys a sense of raw power and intimidation. Although its depth perception is limited, the Arimaspi relies on its other senses and physical prowess to track and engage its foes. Its presence is imposing, and it dwells in rugged, mountainous terrain, where it fiercely guards its domain and treasures.

The Arimaspi of northern Scythia, in the foothills of the Carpathians, One-eyed people who are engaged in constant battle with the Griffins for there gold they are usually mounted on huge horses. Preferring wilderness areas and caves, these shun other creatures whenever possible, unless those creatures serve as prey or slaves. They are savage and primitive.

They were said to steal gold from the Griffins, causing battles between the two groups. All tales of their struggles with the gold-guarding Griffins in the Hyperborean lands near the cave of Boreas, the North Wind. Proconnesus is a small island in the Sea of Marmora near the mouth of the Black Sea, well situated for hearing travellers’ tales of regions far north of the Black Sea.

Enworld.org/cc/converted

On this Link

Arimaspi
Medium-Size Giant
Hit Dice5d8+10 (32 hp)
Initiative-1 (Dexterity)
Speed30 ft
AC17 (-1 Dexterity, +8 natural)
AttacksGreatclub +7 melee; or longspear +0 ranged
DamageGreatclub 1d10+4; or longspear 1d8+4
Face/Reach5 ft by 5 ft/5 ft
Special QualitiesMonocular vision
SavesFort +6, Ref +0, Will +1
AbilitiesStrength 19, Dexterity 8, Constitution 14, Intelligence 10, Wisdom 10, Charisma 8
SkillsClimb +8, Listen +1, Spot +1
FeatsCleave, Power Attack
Climate/TerrainTemperate hills and mountains
OrganizationSolitary, gang (2-5), or clan (2-8 plus 50% noncombatants), hunting/raiding party (6-9), or tribe (20-80 plus 50% noncombatants)
Challenge Rating5
TreasureStandard
AlignmentAlways chaotic evil
AdvancementBy character class

Arimaspi are single-eyed giants relatives of the normal cyclops.

The typical Arimaspi weighs around 350 pounds, and stands about 8 feet tall. A single large, red eye dominates the center of its forehead. Its hair is black and dull and always unkempt. Its flesh varies from ruddy brown to yellow, and it speaks with a rough, sharp tone. Arimaspidress in animal hides and little else.

Cylcopskin speak Giant.

Combat

Arimaspi are armed with either a Greatclub or a Greataxe. Each will also carry a large spear and a large sling. They never wear armor or use shields. Arimaspi do not bother with strategy or tactics in combat. If their opponents are out of reach, they hurl heavy spears. They cannot throw boulders like other giants.

Monocular Vision (Ex): Since the single eye of the Arimaspi gives it poor depth Perception, it suffers a -2 penalty on ranged attacks. This penalty has been factored in to the statistics block above.

Skills: Am Arimaspi suffers a ·2 racial penalty on all Search and Spot checks due to its single eye.

Arimaspi Characters

The favored class of a Arimaspi is barbarian.

Arimaspi Society

Arimaspis are a nomadic people and most tribes and clans wander from area to area, though on some occasions a clan has been known to lair in caves for months or years at a time. Being poor hunters, most clans keep goats or sheep for food and to trade to other clans at their yearly meetings.

Arimaspi’s clans meet yearly (usually in the spring) to exchange goods (including slaves) and to select mates. In some instances, a leader emerges from these meetings to bring several clans together into a tribe. An Arimaspi tribe is a dangerous thing, for they will raid outlying humanoid settlements that a normal Arimaspi would not for fear of defeat.

A Arimaspi cave is sealed with boulders and there is but a single entrance. Inside the cave will be wooden pens to house both animals and slaves. These pens have roofs of either wooden bars or the walls will reach the ceiling (thereby using the natural cave as the roof). At night, a large boulder or stout wooden gate is placed at the entrance of the cave to seal it from outsiders and intruders. There are no interior fire pits, since Arimaspi use fire infrequently, and then only outside their lairs.

While they live off the land, they do not live with it. They have absolutely no sanitary practices, and rarely even cook their meals. They take no care to preserve their environment while hunting.

The Arimaspifirst appeared in the 1e MM II (Gary Gygax, 1983).

Scroll to Top