Giant, Cormoran

Family: Giant

Huge giant, neutral

Armor Class 15 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 40 ft.

24 (+7) 10 (+0) 22 (+6) 6 (-2) 10 (+0) 6 (-2)

Skills Perception +4
Saving Throws Str +11, Con +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 14
Languages Common, Giant
Proficiency Bonus +4
Challenge 11 (7,200 XP)


  • Keen Smell. The cormoran giant has advantage on Wisdom (Perception) checks that rely on smell.


  • Multiattack. The cormoran giant makes two melee attacks.
  • Greatclub. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one Medium or smaller creature. Hit: 17 (3d6 + 7) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the cormoran giant can’t bite another target.
  • Boulder Throw. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
  • Hammer Toss. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 17 (4d4 + 7) bludgeoning damage, and if the target is a creature, the cormoran giant can force it to make a DC 19 Strength saving throw; on a failed save, the target is pushed 5 feet away from cormoran giant and knocked prone.
  • Rock Slide (Recharge 5-6). The cormoran giant causes rocks and debris to fall upon creatures in a 20-foot radius. Each creature in that area must make a DC 19 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures who fail the save are also restrained until the start of the cormoran giant s next turn.
  • Swallow. The cormoran giant makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite’s damage and is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the cormoran giant, and takes 10 (3d6) acid damage at the start of each of the cormoran giant’s turns. The cormoran giant’s gullet can hold up to two creatures at a time. If the cormoran giant takes 20 damage or more on a single turn from a creature inside it, the cormoran giant must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the cormoran giant. If the cormoran giant dies, any swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Cormoran are menacing giants standing at a towering height of 18 feet. They possess a robust and imposing figure, measuring approximately nine feet around the waist. Their skin has an earthy tone, weathered by the elements and time. A comoran’s hands and feet stand out due to their unusual six digits on each extremity.

Cormoran giants live cavernous lairs, located near coastal regions with access to the mainland during low tide. Cormoran giants take advantage of the ebb tide to walk to the mainland, where they hunt for food and raid nearby villages for supplies. They sustain themselves by preying on livestock and sometimes even humans who wander too close to their territory. Despite their fearsome nature, cormoran giants are not inherently evil; they act more out of hunger and survival instincts than malice.

Cormoran giants are opportunistic hunters. They use their massive size and strength to overpower prey, often making use of boulders or makeshift weapons to aid in hunts. The giant is known for raiding nearby farmlands and villages, carrying off livestock like cattle, sheep, and hogs on their backs. When not out hunting, cormoran giants enjoy throwing enormous hammers at each other in a game that occasionally ends up destroying the countryside.

While cormoran giants rely on ambush tactics to catch victims. When threatened or confronted, they become aggressive and can unleash powerful attacks using their sheer strength.

Section 15: Copyright Notice

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

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