Giant, Terror

Family: Giant

Gargantuan giant, chaotic evil

Armor Class 15 (natural armor)
Hit Points 248 (16d20+80)
Speed 50 ft.

30 (+10) 15 (+2) 21 (+5) 11 (+0) 16 (+3) 14 (+2)

Saving Throws Wis +10, Cha +9
Skills Animal Handling +10, Athletics +17, Insight +10, Survival +17
Damage Resistances cold, fire, lightning, poison, thunder
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 300 ft., passive Perception 13
Languages Common, Deep Speech, Giant
Challenge 23 (50,000 XP)


  • Grabbing Arm. The giant can use a bonus action to make a Strength (Athletics) check against one creature within 15 feet, grappling it on a success (escape DC 25).
  • Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The giant has advantage on saving throws made against spells and other magical effects.
  • Magic Weapons. The giant’s weapon attacks are magical.
  • Third Arm. The giant has advantage on Strength (Athletics) checks.


  • Multiattack. The giant can use its Frightful Presence. It then attacks twice.
  • Axe. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 46 (8d8+10) slashing damage and the target makes a DC 25 Strength saving throw. On a failure, it is either knocked prone or pushed away 20 feet (the giant’s choice).
  • Rock or Tree. Ranged Weapon Attack: +17 to hit, range 150/600 ft., one target. Hit: 37 (6d8+10) bludgeoning damage and the target makes a DC 25 Dexterity saving throw. On a failure, it is knocked prone and restrained by the tree (escape DC 25).
  • Frightful Presence. Each creature of the giant’s choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A 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 giant’s Frightful Presence for the next 24 hours.


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

  • Attack. The giant makes an attack.
  • Terrify. The giant chooses one frightened creature within 60 feet that can see it. The creature makes a DC 18 Wisdom saving throw or spend its movement on its next turn trying to move as far away from the giant as it can.
  • Cleaving Axe (Costs 2 Actions). The giant swings its mighty axe in a 20-foot cone of destruction. Creatures and objects in the area make a DC 25 Dexterity saving throw or take 46 (8d8+10) slashing damage.


Deep within the world, lurking about grand caverns and stalking through underground seas, there walk beings so blasphemously ferocious that to look upon them inspires dread. The mutated skin of a terror giant is transparent and exposes the blood, bone, and muscle underneath but the most profound alteration in these creatures are the malformed third arms jutting out of their chests. Fortunately they are lazy and prone to inactivity, only stirring when food is nearby or to take care of the bulettes they keep as pets.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

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