5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Giants >

Giant, Mountain

The large hill uncurls into a standing position, revealing itself to be an unbelievably large, craggy creature.

Gargantuan giant, neutral evil

Armor Class 20 (natural armor)
Hit Points 313 (19d20 + 114)
Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 22 (+6) 14 (+2) 20 (+5) 10 (+0)

Saving Throws Constitution +13, Intelligence +9, Wisdom +12, Charisma +7
Skills Athletics +15, Perception +12
Damage Immunities cold, fire, lightning, thunder; bludgeoning
Condition Immunities charmed, frightened, paralyzed, petrified, stunned
Senses tremorsense 120 ft., passive Perception 22
Languages Common, Giant, Terran
Challenge 21 (33,000 XP)

Special Traits

  • Legendary Resistance (2/day). If the mountain giant fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. A mountain giant has advantage on saving throws against spells and other magical effects.
  • Mountain Master. The mountain giant can move and shape the terrain around it. This trait works like the move earth spell, except it has no duration, and the giant can manipulate any stone, natural or worked.
  • Siege Monster. The mountain giant deals triple damage to objects and structures with its melee and ranged weapon attacks.

Actions

  • Multiattack. The mountain giant makes two slam attacks.
  • Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.
  • Boulder. Ranged Weapon Attack: +15 to hit, range 100/400 ft., one target. Hit: 40 (5d12 + 8) bludgeoning damage.
  • Boulder Spray (Recharge 5–6). The mountain giant unleashes a barrage of boulders in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw. On a failure, a creature takes 58 (9d12) bludgeoning damage and is knocked prone and restrained. On a success, the creature takes half the damage and isn’t knocked prone or restrained. A target, including the restrained creature can take an action to make a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check, freeing the restrained creature on a success.

Lair

A mountain giant’s lair includes all parts of the mountain that the giant calls home, from the large caverns deep within the mountain to the summit, and everywhere in between. The mountain giant is equally comfortable on the icy, snow-capped peaks as it is in the molten center of a volcano.

The mountain giant patrols its mountain lair regularly, ensuring that no creature is doing any harm, such as mining its metals, minerals, or gems or congregating in large communities in its plateaus, slopes, or valleys. Dwarven clans are the main pests for the mountain giant—they consider these bearded humanoids as humans might consider termites.

Lair Actions

On initiative count 20 (losing initiative ties), the mountain giant takes a lair action to cause one of the following effects; the giant can’t use the same effect two rounds in a row:

  • The dust, grit, and pebbles in a 20-foot-radius area within 60 feet of the mountain giant erupts in a cloud. The area becomes difficult terrain. A creature in the area must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.
  • All flying creatures within 120 feet of the mountain giant are pulled to the ground, including those flying by magical means. A creature forced to the ground in this way takes 3 (1d6) force damage for each 10 feet pulled. The creature’s speed becomes 0 until the end of its next turn.

Regional Effects

The region around a mountain giant’s home suffers from its presence, which creates one or more of the following effects:

  • Avalanches occur randomly within 5 miles of the lair. The rumbling can be heard at least an hour before the avalanche begins. The resulting avalanche varies in power: from toppling a few trees to destroying a city at the base of the mountain, to diverting the flow of a river in the valley.
  • Hunting becomes harder in the area. The wildlife living within 1 mile of the mountain giant’s lair become agitated, giving them advantage on all Wisdom (Perception) checks.
  • Mining becomes more difficult near a mountain giant’s lair. Any who attempt to mine ores, minerals, or gems within 5 miles of the lair find that it takes twice as much time and effort to mine the same amount as elsewhere.

Legendary Actions

A mountain 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 mountain giant regains spent legendary actions at the start of its turn.

  • Grasping Soil. The mountain giant commands the earth itself to assist in the fight. The giant chooses three creatures it can see within 60 feet. Each target must succeed on a DC 21 Dexterity saving throw or be restrained until the start of its next turn.
  • Roar (Costs 2 Actions). The mountain giant emits a tremendous growl. Each creature within 20 feet of the giant must make a DC 21 Constitution saving throw. On a failure, a creature takes 21 (6d6) thunder damage and is knocked prone. On a success, a creature takes half the damage and isn’t knocked prone.
  • Spawn Elemental (Costs 3 Actions). A piece of the mountain giant’s body tears away in the form of an earth elemental. The earth elemental acts on the same initiative count as the mountain giant, obeying the mountain giant’s commands and fighting until destroyed. The mountain giant can have no more than five earth elementals under its control at one time.

About

Children of the Earth. At the beginning of time, the first creatures to spring forth were the mountain giants, the daughters and sons of Aurgelmir, first of the giants. Where these gargantuan creatures were born, the mountains themselves heaved up to allow their passage. Since those times, the mountain giants have ruled their places of birth, dwelling atop or within the lofty peaks.

Progeny Forged in Fire. While not immortal, because even the mountains themselves eventually crumble, the mountain giants are one of the longest-lived creatures known to inhabit the world. Once in its lifetime, whether male or female, a mountain giant feels the call to procreate. It seeks out the nearest active volcano, where it locates a mate with similar yearnings. Their progeny is born soon after, accompanied by spectacular volcanic activity that gives the newborn mountain giant a new home to inhabit and protect.

A Giant Among Ants. The mountain giant is so large and inscrutable that it considers smaller races as mere insects, pests to be tolerated until they become too much of a nuisance. Then the mountain giant acts, crushing whole towns and villages as a person might step on an anthill. Even the largest stone giants are little more than pets to a mountain giant.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.