Giant, Herku

Family: Giant

Huge giant, lawful neutral

Armor Class 13 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.

21 (+5) 8 (-1) 19 (+4) 5 (-3) 9 (-1) 6 (-2)

Skills Perception +2
Senses darkvision 120 ft., passive Perception 18
Languages Common, Giant
Challenge 22 (41,000 XP)


  • Pack Tactics. The herku giant has advantage on an attack roll against a creature if at least one of the herku giant’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • 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.


These giants have thick, bushy hair and whiskers, on some the hair being white and on others black or red or yellow, while the hair of a few was just turning gray. Their eyes have a mild expression and their faces express patience rather than ferocity. They wear uniforms of blue and yellow and are armed with clubs as big around as tree-trunks. Each giant has around his neck a broad band of gold, riveted on.

Herku giants are enslaved by the herku, in the titular city of the same name. Their origin is long since lost to time, but they have been bullied and cowed by the smaller and weaker-looking herku, who are only too glad to have the giants do all their labor.

Guards and Muscle. Herku giants do all the physical labor necessary in the city. Each herku family is assigned a giant, and each giant is expected to contribute to the guards and military when needed.

Herku Work. Herku giants are one of the few places in Oz where slavery is tolerated. Their collective might make Herku a genuine threat to most nations. And yet the herkufolk themselves have a tenuous grasp on power, predicated on their own temporary strength. If the herku giants ever organized, they could easily overthrow their oppressors.

Unsophisticated Tactics. In combat, herku giants march orderly together but without initiative. They require a herkufolk leader to tell them what to do and where to go, limiting their tactics. Herkufolk rely on this docility to keep the peace, but secretly fear what might happen if the giants ever understood their military might in groups.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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