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Hecatoncheires (Hundred Handed Ones)

By Vampire285 - Own work, CC BY-SA 4.0,, Hecatoncheires
By Vampire285 – Own work, CC BY-SA 4.0,

The Hecatonchires, or Hekatonkheires, are gargantuan figures of prehistory. They were children of Gaia and Uranus, thus part of the very beginning of things. They were known as Briareus the Vigorous, also called Aigaion, the “sea goat”, Cottus the Striker or the Furious, and Gyges (or Gyes) the Big-Limbed. Their name derives from the Greek (hekaton; “hundred”) and (kheir; “hand”), and means “Hundred-Handed”, “each of them having a hundred hands and fifty heads”. They were giants of incredible strength and ferocity, even superior to that of the Titans, whom they helped overthrow, and the Cyclopes.

Soon after they were born, their father, Uranus, threw them into the depths of Tartarus because he saw them as hideous monsters. Gaia wanted Cronus to free the Hecatonchires, but that he didn’t, which made them bitter at the Titans.

The Hecatonchires remained there, guarded by Campe, until Zeus rescued them, hoping they would serve as good allies against Cronus. During the War of the Titans, the Hecatonchires threw rocks as big as mountains, one hundred at a time, at the Titans.

Afterwards, the Hecatonchires became the guards of the gates of Tartarus. At one time the Olympian gods were trying to overthrow Zeus but were stopped when the sea nymph Thetis brought one of the Hecatonchires to his aid, him whom the gods call Briareios but men call Aigaion.

Giant, Hecatoncheir

Hecatoncheires (Hundred Handed Ones)
Hecatoncheires – AI Generated Artwork – NightCafe Creator

From the shoulders of this gigantic amalgam of beings spring a hundred arms. It has fifty heads upon its shoulders.

The hecatoncheries are the sons of Gaia and Uranus who were betrayed by their father and locked in Tartarus. Zeus later enlisted them in the war against the Titans and set them as guardians of the gates to Tartarus.

Family: Giant

Gargantuan giant, lawful neutral

Armor Class 22 (natural armor)
Hit Points 512 (25d20 + 250)
Speed 50 ft.

30 (+10)15 (+2)30 (+10)10 (+0)8 (-1)24 (+7)

Damage Immunities lightning, thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Skills Perception +7
Senses truesight 120 ft., passive Perception 17
Languages Common, Giant
Challenge 26 (90,000 XP)

Special Traits

  • Multiple Heads. The hecatoncheir has fifty heads. While it has more than one head, the hecatoncheir has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hecatoncheir takes 10 or more damage in a single turn, one of its heads dies. If all its heads die, the hecatoncheir dies.
  • Reactive Heads. For each head the hecatoncheir has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
  • Wakeful. While the hecatoncheir sleeps, at least one of its heads is awake.
  • Legendary Resistances (3/Day). If the hecatoncheir fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The hecatoncheir has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The hecatoncheir’s weapon attacks are magical.
  • Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:
    • At will: detect magic, fog cloud, light
    • 3/day each: feather fall, fly, misty step, telekinesis
    • 1/day each: control weather, gaseous form


  • Multiattack. The hecatoncheir makes three melee attacks and then uses Fling or Pummel.
  • SlamMelee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage, and the target is grappled (escape DC 26). The hecatoncheir can grapple up to four targets. When the hecatoncheir moves, all creatures it is grappling move with it.
  • Pummel. The hecatoncheir pounds six of its fists at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 18 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
  • Fling. One Large or smaller object held or creature grappled by the hecatoncheir is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
  • Boulder Barrage (Recharge 4-6). The hecatoncheir throws boulders in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 88 (25d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The hecatoncheir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. the hecatoncheir regains spent legendary actions at the start of its turn.

  • Fling. The hecatoncheir makes one slam attack or uses its Fling.
  • Thundercrack (Costs 2 Actions). The hecatoncheir unleashes a terrible thundercrack in a 100-foot-radius sphere centered on himself. All other creatures in the area must succeed on a DC 26 Constitution saving throw or take 31 (9d6) thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much damage and is deafened until the start of the hecatoncheir’s next turn.
  • Screaming Gale (Costs 3 Actions). The hecatoncheir releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.


Hecatoncheires – AI Generated Artwork – NightCafe Creator
Size/TypeHuge outsider (Chaotic, Evil, Extraplanar)
Hit Dice52d8+632 (1048 hp)
Initiative+10 (+2 Dexterity, +8 Superior Initiative)
Speed100 ft.
Armor Class70 (-2 size, +30 natural, +20 insight, +12 armor [+5 half plate])
Base Attack/Grapple+52/+80
Attackgreatsword +73 melee (2d6+20/17-20); or boulder +55 ranged (2d8+20/19-20)
Full Attack100 greatswords +73 melee (2d6+20/17-20); or 100 boulders +55 ranged (2d8+20/19-20)
Space/Reach15 ft./15 ft.
Special AttacksSuperior multiweapon fighting, spell-like abilities, summon hecatoncheires
Special QualitiesAbomination traits, electricity immunity, regeneration 40, fast healing 50, SR 70, DR 20/good and epic and cold iron
SavesFort +39, Ref +30, Will +27
AbilitiesStrength 50, Dexterity 15, Constitution 32, Intelligence 10, Wisdom 8, Charisma 24
SkillsClimb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history)
+33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54
FeatsCleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical (boulder), Improved Initiative, Multidexterity,Multiweapon Fighting, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Focus (boulder)
Epic FeatsEpic Toughness (×2), Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Multiweapon
OrganizationSolitary or pair
Challenge Rating57
AlignmentAlways chaotic evil
Advancement53-58 HD (Huge), 59-70 HD (Gargantuan), 71-140 HD (Colossal)


By Emilian1999 - Own work, CC BY-SA 4.0,, Hecatoncheires
By Emilian1999 – Own work, CC BY-SA 4.0,

A hecatoncheires natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.

Superior Multiweapon Fighting (Ex) A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).


A hecatoncheires fifty heads give it a +50 racial bonus on Listen, Spot, and Search checks.

Spell-Like Abilities At will – greater magic weapon, fly, shield.

Caster level 50th; save DC 17 + spell level. The DC is Charisma-based.

Summon Hecatoncheires (Sp) A hecatoncheires can summon one other hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned hecatoncheires cannot use its summoning power while ‘summoned.’

Abomination Traits Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; Blindsight 500 ft.; telepathy out to 1,000 ft.

Regeneration (Ex) Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.

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