Thursday, June 19, 2025

Giants

 Giants

T1 Giants

Half-Ogre CR 1 Large giant, any chaotic alignment

Armor Class 12 (hide armor) Hit Points 30 (4d10 + 8) Speed 30 ft. STR 17 (+3) DEX 10 (+0) CON 14 (+2) INT 7 (-2) WIS 9 (-1) CHA 10 (+0)

Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 1 (200 XP)

Actions Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Ogre CR 2 Large giant, chaotic evil

Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft. STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 7 (-2) CHA 7 (-2)

Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP)

Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.


Hill Giant CR 5 Huge giant, chaotic evil

Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft. STR 21 (+5) DEX 8 (-1) CON 19 (+4) INT 5 (-3) WIS 9 (-1) CHA 6 (-2)

Skills Perception +2 Senses passive Perception 12 Languages Giant Challenge 5 (1800 XP)

Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.

Hill giants are selfish, dimwitted brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth.


Troll CR 5 Large giant, chaotic evil

Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft. STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7 (-2) WIS 9 (-1) CHA 7 (-2)

Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1800 XP)

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll's flesh.


Cyclops CR 6 Huge giant, chaotic neutral

Armor Class 14 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft. STR 22 (+6) DEX 11 (+0) CON 20 (+5) INT 8 (-1) WIS 6 (-2) CHA 10 (+0)

Senses passive Perception 8 Languages Giant Challenge 6 (2300 XP)

Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions Multiattack. The cyclops makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by clever foes.


Oni CR 7 Large giant, lawful evil

Armor Class 16 (chain mail) Hit Points 110 (13d10 + 39) Speed 30 ft., fly 30 ft. STR 19 (+4) DEX 11 (+0) CON 16 (+3) INT 14 (+2) WIS 12 (+1) CHA 15 (+2)

Saving Throws Dex +3, Con +6, Wis +4, Cha +5 Skills Arcana +5, Deception +8, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Giant Challenge 7 (2900 XP)

Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components: At will: darkness, invisibility 1/day each: charm person, cone of cold, gaseous form, sleep Magic Weapons. The oni's weapon attacks are magical. Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions Multiattack. The oni makes two attacks, either with its claws or its glaive. Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form. Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.


Stone Giant CR 7 Huge giant, neutral

Armor Class 17 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR 23 (+6) DEX 15 (+2) CON 20 (+5) INT 10 (+0) WIS 12 (+1) CHA 9 (-1)

Saving Throws Dex +5, Con +8, Wis +4 Skills Athletics +12, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 7 (2900 XP)

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.

Stone giants are reclusive, quiet, and peaceful as long as they are left alone.


Fomorian CR 8 Huge giant, chaotic evil

Armor Class 14 (natural armor) Hit Points 149 (13d12 + 65) Speed 30 ft. STR 23 (+6) DEX 10 (+0) CON 20 (+5) INT 9 (-1) WIS 14 (+2) CHA 6 (-2)

Skills Perception +8, Stealth +3 Senses darkvision 120 ft., passive Perception 18 Languages Giant, Undercommon Challenge 8 (3900 XP)

Actions Multiattack. The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once. Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity. The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.


Frost Giant CR 8 Huge giant, neutral evil

Armor Class 15 (patchwork armor) Hit Points 138 (12d12 + 60) Speed 40 ft. STR 23 (+6) DEX 9 (-1) CON 21 (+5) INT 9 (-1) WIS 10 (+0) CHA 12 (+1)

Saving Throws Con +8, Wis +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3900 XP)

Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. They respect only brute strength and skill in battle.


Cloud Giant CR 9 Huge giant, neutral good (50%) or neutral evil (50%)

Armor Class 14 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft. STR 27 (+8) DEX 10 (+0) CON 22 (+6) INT 12 (+1) WIS 16 (+3) CHA 16 (+3)

Saving Throws Con +10, Wis +7, Cha +7 Skills Insight +7, Perception +7 Senses passive Perception 17 Languages Common, Giant Challenge 9 (5000 XP)

Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell. Innate Spellcasting. The giant's innate spellcasting ability is Charisma. 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

Actions Multiattack. The giant makes two morningstar attacks. Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.


Storm Giant CR 13 Huge giant, chaotic good

Armor Class 16 (scale mail) Hit Points 230 (20d12 + 100) Speed 50 ft., swim 50 ft. STR 29 (+9) DEX 14 (+2) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9 Skills Arcana +8, Athletics +14, History +8, Perception +9 Damage Resistances cold Damage Immunities lightning, thunder Senses passive Perception 19 Languages Common, Giant Challenge 13 (10000 XP)

Amphibious. The giant can breathe air and water. Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing

Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage. Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Storm giants are contemplative seers that live in places far removed from mortal civilization.

Tier 3 (Levels 11-16) Giants

  • Giant War Priest

    • CR 9 Large Giant, any chaotic alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 40 ft.
    • STR 19 (+4) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
    • Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 9 (5000 XP) Proficiency Bonus +4
    • Siege Monster. The giant deals double damage to objects and structures.
    • Actions Multiattack. The war priest makes two Greatclub attacks, and it uses Giant's Fury.
    • Greatclub. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) thunder damage.
    • Giant's Fury. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) thunder damage, and it is deafened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't deafened.
    • Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
      • At will: guidance, resistance, thaumaturgy
      • 1/day each: banishment, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify
    • Bonus actions Healing Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
  • Giant Elite Brute

    • CR 11 Large Giant, chaotic evil Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 40 ft.
    • STR 21 (+5) DEX 14 (+2) CON 18 (+4) INT 10 (+0) WIS 12 (+1) CHA 15 (+2)
    • Saving Throws Str +9, Con +8, Wis +5 Skills Athletics +9, Intimidation +6, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Giant Challenge 11 (7200 XP) Proficiency Bonus +4
    • Siege Monster. The giant deals double damage to objects and structures.
    • Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
    • Actions Multiattack. The giant makes three Greataxe attacks.
    • Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d12 + 5) slashing damage.
    • Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 5) bludgeoning damage.
    • Bonus actions Crushing Blow. When the giant hits a creature with a melee attack, it can use a bonus action to attempt to knock the target prone. The target must succeed on a DC 17 Strength saving throw or fall prone.
  • Giant High Shaman

    • CR 12 Large Giant, chaotic evil Armor Class 13 (natural armor) Hit Points 99 (18d8 + 18) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)
    • Saving Throws Int +6, Wis +9 Skills Arcana +6, History +6 (reflavor as tribal lore), Religion +13 Senses darkvision 60 ft., passive Perception 12 Languages Giant, plus any four additional languages Challenge 12 (8400 XP)
    • Siege Monster. The giant deals double damage to objects and structures.
    • Magic Resistance. The giant has advantage on saving throws against spells and other magical effects.
    • Spellcasting. The giant is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The giant can cast pass without trace and speak with dead at will and has the following shamanistic spells prepared:
      • Cantrips (at will): druidcraft, guidance, mold earth, primal savagery, thaumaturgy
      • 1st level (4 slots): earth tremor, entangle, healing word, thunderwave
      • 2nd level (3 slots): enhance ability (Strength/Con), spiritual weapon (greatclub), spike growth
      • 3rd level (3 slots): call lightning, conjure animals (giant beasts), dispel magic
      • 4th level (3 slots): blight, stoneskin, wall of stone
      • 5th level (3 slots): conjure elemental (earth elemental), insect plague, scrying
      • 6th level (1 slot): flesh to stone, heroes' feast
      • 7th level (1 slot): fire storm
      • 8th level (1 slot): earthquake
      • 9th level (1 slot): storm of vengeance
    • Actions Greatclub of the Earth. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
  • Giant Inquisitor

    • CR 14 Large Humanoid (Cleric, Giant), chaotic evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Giant Challenge 14 (11500 XP) Proficiency Bonus +5
    • Siege Monster. The inquisitor deals double damage to objects and structures.
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Ritual Greataxe attacks.
    • Ritual Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): mass heal
    • Bonus actions Spectral Greatclub (Recharges after a Short or Long Rest). The inquisitor conjures a spectral greatclub in its hand. For 1 minute, this greatclub counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the greatclub, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Giants

  • Giant Chosen Shaman

    • CR 18 Large Giant, chaotic evil Armor Class 15 Hit Points 240 (32d8 + 96) Speed 40 ft.
    • STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Con +9, Wis +8, Cha +10 Skills Athletics +10, Intimidation +10, Perception +8, Survival +8 Senses darkvision 60 ft., passive Perception 18 Languages Giant Challenge 18 (20000 XP) Proficiency Bonus +6
    • Siege Monster. The giant deals double damage to objects and structures.
    • Actions Multiattack. The giant makes two Greatclub attacks and uses Primal Tremor.
    • Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 4) bludgeoning damage.
    • Primal Tremor (Recharge 5–6). The giant slams its weapon or fists into the ground, causing a tremor in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Strength saving throw, taking 36 (8d8) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not prone on a successful one.
    • Spellcasting. The giant is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The giant has the following shamanistic spells prepared:
      • Cantrips (at will): druidcraft, fire bolt, mold earth, primal savagery, thaumaturgy
      • 1st level (4 slots): earth tremor, entangle, healing word, thunderwave
      • 2nd level (3 slots): barkskin, spiritual weapon, spike growth
      • 3rd level (3 slots): call lightning, conjure animals (giant bears/boars), dispel magic
      • 4th level (3 slots): blight, fabricate, stoneskin
      • 5th level (3 slots): conjure elemental (earth/fire), insect plague, scrying
      • 6th level (1 slot): flesh to stone, move earth
      • 7th level (1 slot): fire storm, regenerate
      • 8th level (1 slot): earthquake, tsunami
      • 9th level (1 slot): storm of vengeance
    • Reactions Protective Earth (3/Day). When another creature attacks a creature within 30 feet of the giant, the giant can use its reaction to create a temporary earth barrier, imposing disadvantage on the attack roll.
  • Giant Grand Warlord

    • CR 20 Large Giant, chaotic evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 40 ft.
    • STR 22 (+6) DEX 8 (-1) CON 20 (+5) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +11, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Senses darkvision 60 ft., passive Perception 21 Languages Giant, Orc Challenge 20 (25000 XP) Proficiency Bonus +6
    • Siege Monster. The giant deals double damage to objects and structures.
    • Special Equipment. The grand warlord wields a Magic Greatclub and a Belt of Giant Strength.
    • Actions Multiattack. The grand warlord makes two attacks with its Magic Greatclub or uses Tremor Stomp. It can also use Earth-Shaking Roar.
    • Magic Greatclub. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 6) bludgeoning damage plus 18 (4d8) thunder damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
    • Tremor Stomp (Bonus Action). The grand warlord stomps the ground. Each creature on the ground within 10 feet of the grand warlord must succeed on a DC 20 Strength saving throw or be knocked prone.
    • Earth-Shaking Roar (2/Day). The grand warlord lets out a deafening roar. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand warlord's Earth-Shaking Roar for the next 24 hours.
    • Bonus actions Overlord's Command (Recharge 4-6). The grand warlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
    • Summon Giant Kin (1/Day). The grand warlord magically summons 1d4 + 1 Ogres or 1 Half-Ogre Warlord. The summoned creatures appear in unoccupied spaces within 60 feet of the grand warlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
    • Legendary actions The grand warlord 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 grand warlord regains spent legendary actions at the start of its turn.
      • Command Ally. The grand warlord targets one ally it can see within 30 feet of it. If the target can hear and understand the grand warlord, it can use its reaction to make one weapon attack.
      • Club Attack. The grand warlord makes one Magic Greatclub attack.
      • Stomp (Costs 2 Actions). The grand warlord uses its Tremor Stomp.

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