Giant, Chomnaill

Family: Giant

Huge giant, chaotic evil

Armor Class 14 (natural armor)
Hit Points 184 (16d1 + 80)
Speed 50 ft.

23 (+6) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 6 (-2)

Skills Athletics +10, Perception +4
Damage Vulnerabilities radiant
Damage Immunities fire
Senses passive Perception 14
Languages Common, Giant
Proficiency Bonus +4
Challenge 11 (7,200 XP)


  • Long Legs. The chomnaill’s long legs allow it to step over difficult terrain and obstacles up to 10 feet tall without requiring an Athletics check.
  • Siege Monster. The chomnaill deals double damage to objects and structures.
  • Water Susceptibility. For every 5 feet the chomnaill moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Additionally, it is restrained while fully submerged.


  • Multiattack. The chomnaill makes two attacks: one with his Greatclub and one with his Stomp.
  • Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.
  • Rock Throw. Ranged Weapon Attack: +10 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 18 Strength saving throw or be knocked prone.
  • Fire Spit (Recharge 5-6). The chomnaill spits a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.


A chomnaill giant stands twice as tall as the average tree. Its body is muscular and imposing, covered in rough, mottled skin that ranges from deep brown to ashen gray. Its most distinctive feature is its long legs, which grant it an intimidating height advantage. Its head is relatively small in comparison to its massive frame, with a twisted grin revealing sharp, uneven teeth.

The chomnaill is a creature of chaos and malevolence, driven by a natural inclination toward destruction and terror. Its fiery breath wreaks havoc upon its surroundings, leaving behind scorched landscapes and burning remnants. Despite its fearsome reputation, it is not a creature of strategy; instead, it relies on brute force and its elemental ability to unleash fiery devastation.

The chomnaill roams through rugged and mountainous terrain, seeking out isolated regions where its presence can go unnoticed until it’s too late. It favors volcanic landscapes, high mountain peaks, and desolate areas where it can unleash its fiery breath without restraint.

The chomnaill unleashes these fiery balls sporadically, often during fits of rage or when provoked. The aftermath of its attacks leaves a wake of devastation, with burned forests, scorched earth, and smoldering ruins as evidence of its passing.

The chomnaill’s actions are driven by its inherent malevolence rather than a need for sustenance. It is known to lash out at creatures and structures that cross its path, using its fiery breath to lay waste to anything unfortunate enough to be caught in its line of sight.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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