Giant, Mo

Family: Giant

Gargantuan giant, neutral good

Armor Class 17 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Str +17, Con +17, Cha +10
Skills Nature +8, Perception +8, Survival +8
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities petrification, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Common, Giant
Challenge 22 (41,000 XP)

SPECIAL TRAITS

  • Collapsing Colossus. When the mo giant drops to 0 hit points, it falls over. Any creature on the ground within 30 feet of the mo giant must make a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails its save is restrained, blinded, and at risk of suffocating. To lift the corpse, the creature must make a DC 25 Strength saving throw at the end of each of its turns, ending the restrained, blinded, and risk of suffocation conditions on a success.
  • Legendary Resistance (3/Day). If the mo giant fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The mo giant has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The mo giant’s weapon attacks are magical.
  • Siege Monster. The mo giant deals double damage to objects and structures.
  • Towering Terror. Any enemy outside the mo giant that starts its turn within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s saving throw is successful, it is immune to this mo giant’s Towering Terror for the next 24 hours.

ACTIONS

  • Multiattack. The mo giant makes two melee attack with its fist.
  • Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage.
  • Stomp. The mo giant stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot radius, 20-foot-high cylinder centered on this point must succeed on a DC 15 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the mo giant uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the mo giant and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

ABOUT

This giant is of massive size, so large that a human can easily fit in its pocket.

The giants of Mo Valley are good natured and kind people who, if treated respectfully, are happy to entertain guests. Unfortunately, their size makes encounters with anyone smaller than them a precarious encounter, and more than one accident has ensued when Mo giants meet tinier folk.

Mo giants are fond of eating bears. They travel with great strides out of Mo valley to hunt, stuffing bears into their sacks for eating later. They will also eat crocodiles and even some of the smaller dragons if they get the chance.

Section 15: Copyright Notice

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

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