Giant, Jock

Family: Giant

Gargantuan giant, neutral good (50%) or neutral evil (50%)

Armor Class 20 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 50 ft.

30 (+10) 15 (+2) 26 (+8) 10 (+0) 12 (+1) 9 (-1)

Skills Athletics +18, Nature +8, Perception +9, Stealth +10, Survival +9
Saving Throws Str +18, Con +16
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities frightened, grappled, paralyzed, petrified, poisoned, restrained
Senses passive Perception 19
Languages Common, Giant
Proficiency Bonus +8
Challenge 26 (90,000 XP)


  • Grasping Chains. The jock giant can have up to six chains at a time. Each chain can be attacked (AC 19; 10 hit points; immunity to poison and psychic damage). Destroying a chain deals no damage to the giant. A chain can also be broken if a creature takes an action and succeeds on a DC 20 Strength check against it.
  • Legendary Resistance (3/Day). If the jock giant fails a saving throw, it can choose to succeed instead.
  • Siege Monster. The jock giant deals double damage to objects and structures.
  • Stone Camouflage. The jock giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


  • Multiattack. The jock giant can use its Frightful Presence. It also makes two attacks: one with its Greatclub and one with its Stomp.
  • Greatclub. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
  • Stomp. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the jock giant’s choice that is within 60 feet of it and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the jock giant’s Frightful Presence for the next 24 hours.
  • Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. Hit: 23 (3d8 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 26). Until this grapple ends, the target is restrained, and the jock giant can’t bite another target.
  • Rock. Ranged Weapon Attack: +18 to hit, range 30/120 ft., one target. Hit: 32(4d10 + 10) bludgeoning damage.
  • Chain. Melee Weapon Attack: +18 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 26). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the jock giant can’t use the same chain on another target.
  • Reel. The jock giant pulls each creature grappled by its chains up to 25 feet straight toward it.
  • Fling. The jock giant tries to throw a Small or Medium creature within 30 feet of it. The target must succeed on a DC 18 Dexterity saving throw or be hurled up to 120 feet horizontally in a direction of the jock giant’s choice and land prone, taking 9 (1d6 + 6) bludgeoning damage for every 10 feet it was thrown.
  • Swallow. The jock giant makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the jock giant, and it takes 56 (16d6) acid damage at the start of each of the jock giant’s turns. If the jock giant takes 60 damage or more on a single turn from a creature inside it, the jock giant must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the jock giant. If the jock giant dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.


  • Rock Catching. If a rock or similar object is hurled at the jock giant, it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.


The jock giant can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The jock giant regains spent legendary actions at the start of its turn.

  • Attack. The jock giant makes a weapon attack.
  • Rolling Rock (Costs 2 Actions). The jock giant sends a rock tumbling along the ground in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 43(6d10 + 10) bludgeoning damage and falling prone on a failed save.
  • Wide Berth (Costs 3 Actions). The jock giant moves up to half his speed and can move through the space of any creature smaller than Huge. The first time the jock giant enters a creature’s space during this move, the creature must make a DC 18 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from the jock giant. If the saving throw fails, that creature is knocked prone, and the jock giant can make a stomp attack against it.


Jock giants are colossal, standing at a towering height of over 600 feet. Their massive frames are covered in rough, moss-covered skin that blends seamlessly with the rocky terrain he inhabits.

Jock giants roam the rocky landscapes, dominating the terrain with their impressive size. They are guardians of the mountain, watching over the wilderness and protecting it from harm. Their stone camouflage allows jock giants to blend seamlessly with the rocky environment, making them an elusive protector.

Despite their imposing appearance and aggressive reputation, most jock giants are of a peaceful and kind-hearted disposition. However, their tolerance has limits, and those who threaten their territory face their formidable wrath.

There are unfortunately other jock giants who are predators. They are unable to satiate their hunger but they cannot die from starvation, so they are perpetually on the prowl to eat anything and everything, sometimes scooping up clumps of earth into their mouths, for all the good it will do them. These giants use a variety of tactics, including tying chains about their waist, which they use to ensnare ships and drag the floating vessels back to their lairs, where they can pop delicious sailors into their gullets at their leisure.

Jock giants cull livestock that they maintain to feed their enormous appetites, but they are mostly focused on defending their territory from other massive beings like rival giants.

Section 15: Copyright Notice

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

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