Giant, Jack-in-Irons

Family: Giant

Huge giant, chaotic evil

Armor Class 15 (chain scraps)
Hit Points 138 (12d12 + 60)
Speed 40 ft.

24 (+7) 12 (+1) 20 (+5) 9 (-1) 12 (+1) 8 (-1)

Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 7 (2,900 XP)


  • Multiattack. The jack-in-irons giant uses its shake the earth ability, and then makes two club attacks and either a chain or fist attack.
  • Club. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  • Chain. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Dexterity saving throw or be grappled and restrained (escape DC 18) and the jack-in-irons giant cannot grapple another target. At the beginning of the giant’s turn, it can smash a grappled target into the ground or another solid object within 15 feet of the giant, dealing 11 (1d8 + 7) bludgeoning damage.
  • Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.
  • Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
  • Shake the Earth. Creatures within 10 feet of the jack-in-irons giant must succeed on a DC 18 Dexterity saving throw or fall prone.


Brutish, warty, hairy, and stinking of oil and iron, this creature has a jutting lower jaws and tusk-like teeth, not unlike an orc or hobgoblin of huge size wrapped in chains of iron. It wears belts of skulls and rotting heads about its throat and waist.

The jacks-in irons enjoy fastening gate chains and portcullis chains around their wrists, forearms and shins and tie chains about their throats, shoulders, and waists which hang with the heads of their many victims.

Jacks-in-irons frequently operate as highwaymen, making their dwellings in ruined towers along abandoned roads. From this base, they roam out along old country trails ambushing unwary travelers, trade caravans and the knights assigned to protect them. They are known to take prisoners and hold them for high ransom.

Orcs and goblins often follow a jack-in-irons as their king or leader due to its massive size, brute strength, and penchant for wickedness – all of which are things that such evil creatures admire.

A jack-in-irons stands 20 to 25 feet tall and weighs 13,000 to 15,000 pounds. It prefers to dress in dark colors such as black or brown and always wears a multitude of chains about its body (as bracelets, necklaces, or slung about its shoulders). Its hair is dark and matted and many male jack-in-irons sport thick, bushy beards. Its eyes are purplish-black with light green irises.

Jack-in-irons speak Giant.

Bash, bash, bash, rinse and repeat if necessary until they are out of Giants attacks or out of enemies. Jacks-in-irons think of themselves as invincible and fight to the death.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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