King Snurre, Chaos Champion of Slaanesh (Noise) CR: 14 (11,500 XP)
Huge giant (elemental, fire), chaotic evil
Armor Class: 18 (plate armor)
Hit Points: 288 ( 16d12+96 )
Speed:
30 ft
Saving Throws: Dex 1d20+4 , Con 1d20+11 , Cha 1d20+6 , INT 1d20+8 , WIS 1d20+8
Skills: Athletics 1d20+11 , Perception 1d20+6 , Performance 1d20+11
Damage Immunities: fire, cold (cloak of cold resistance, white dragon scale cloak)
Languages: Drow, Giant, Primordial
Challenge Rating: 14 (11,500 XP)
Defender. While defending the Handmaiden of Cadixtat all the giants reactions are free actions. In addition, while an unmarked enemy is within 10 feet of the giant and makes an attack or casts a spell that fails to target the giant takes 15 fire or thunder damage.
Doom Siren. Whenever the giant is hit his Doom Siren (an implanted loudspeaker), he emits a supernaturally loud cacophony of noise. This din can be heard for miles, but the triggering creature must make a CON save or become staggered. A successful save cancels the effect. The giant is immune to the effects of his own Doom Siren, but other creatures are not. A staggered creature changes all his d20 dice with d16 dice for the duration. While staggered, the target can not score critical hits.
Sonic Boom. All thunder damage that the giant deals can not be blocked by a lack of hearing; however, the damage can be halved, and saving throws can be made at advantage if the target has the deafened condition. Earplugs will have the same effect, however, they will be destroyed by the attack they protect against. This trait effectively counterspells silence spells automatically up to spell level 9.
Legendary Resistance (1/Day). If the giant fails a saving throw, he can choose to succeed instead.
Spell Penetration. When the giant casts a spell and is interrupted by an enemy's counterspell, treat the spell's level as 3 levels higher.
Actions
Multiattack. The giant may manifest a psionic power, and then makes two Masterblaster attacks.
Masterblaster. Melee or Ranged Weapon Attack: 1d24+12 to hit, reach 10 ft. and 120/200 range, one target. Hit: 14 ( 2d6+7 ) thunder damage plus 17 ( 5d6 ) psychic damage (or just 7d6+7 if damage type is irrelevant). This attack has multiple riders/effects:
- The target is Marked. A Marked target has Disavantage on attack enemies other than the giant that marked him and automatically provokes attacks of opportunity from the giant for any movement (free action for the giant). The Marked condition lasts for 1 minute or until the Marked target provokes an attack of opportunity from the giant.
- This attack scores a critical hit on a 20 to 24 and does 55 thunder or psychic damage on a critical (giant's choice). Also on a critical hit the target is exposed to the giant’s Doom Siren trait.
- Critical hits also roll a d8 (or d10 if marked) on critical table G for additional critical hit results (DCC pg. 385).
The giant may also choose one of these additional effects:
- The giant may trip the PC, knocking him Prone. Only creatures larger or stronger than the giant get a saving throw.
- Stagger the target PC, knocking him to the bottom of the initiative count for the remainder of the battle.
- Knock the target PC into an ally (within 10 feet), inflicting Disadvantage on the second PC’s next action.
- Disarm the target PC (STR DC 18).
- Reduce the PCs Speed to 0.
Psionics. The giant manifests one of the following powers, requiring no spell components and using Charisma as his spellcasting ability (spell save DC 16):
- At will: mage hand (the hand is invisible), friends, mage hand, minor illusion, vicious mockery (3d4)
- 2/day each: charm person, counterspell (7th level), healing word (as a 2nd-level spell)
- 3/day each: levitate (self only), nondetection (self only)
- 1/day each: Bigby’s hand, mass suggestion, telekinesis, charm monster, destructive wave, dispel magic, greater invisibility, Otto's irresistible dance, synaptic static
Throwing Hammer. Ranged Weapon Attack:
1d24+11 to hit, range 60/240 ft., one target.
Hit:
4d10+7 bludgeoning damage. This attack scores a critical hit on a 20 to 24 and roll a d8 (or d10 if marked) on critical table G for additional critical hit results (DCC pg. 385).
BONUS ACTIONS
Astral Step. The giant teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Slaanesh’s Song. The giant performs Slaanesh’s Song which lasts until the start of the giant's next turn. Each chant can be extended by 1 round as a free action each turn. The giant can select from one of three effects:
- Chant of Dread. An enemy that starts his turn within 60 feet of the giant and can hear him must succeed on a CHA saving throw or become Frightened until the start of his next turn. If a creature's saving throw is successful, the creature is immune to the giant's Chant of Dread for the next 24 hours.
- Chant of Ferocity. An ally that starts his turn within 60 feet of the giant and can hear the giant gains Advantage on all melee weapon attack rolls during that turn, but attack rolls against him have Advantage until the start of its next turn.
- Chant of Resolve. An ally that starts his turn within 60 feet of the giant and can hear the giant gains Advantage on saving throws against being Charmed and Frightened until the start of its next turn.
Reactions
A Bull and Cow. The giant makes a Masterblaster attack against a target that is marked for any action the Marked target takes OR as part of a opportunity attack.
Noise Maker. The giant adds 5 to his AC against one melee attack that would hit him as a wall of sound protects him.
Bring the Noise (1/Turn). As a reaction to an attack roll, saving throw, ability or skill check rolled by a creature the giant can see within 60 feet of him takes 7 ( 3d4 ) psychic damage and take -1d10 on the roll.
Shield. When a creature makes an attack against the Handmaiden of Cadixtat, the giant grants a +5 bonus to the Handmaiden's AC if the giant is within 10 feet of her.
Legendary Actions
Force Field (1/Day). The can move upto his Speed and then emits a 20-foot-diameter sphere of shimmering force centered on himself. Nothing - not physical objects, energy, or other spell effects - can pass through the force field, in or out, though a creature in the force field can breathe there. The force field is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the force field damage anything outside it. A disintegrate spell targeting the force field destroys it without harming anything inside it. The force field remains for 1 minute, until the giant dies, or until the giant dismisses it as a bonus action.*
Masterblaster. The giant usess one of his available actions. This pool is shared with the high priestess,.
With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.
Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.
Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants’ forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.
Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.
Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants’ fortresses and underground realms of smoke and ash. The fire giants’ songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths’ hammers throughout their smoky halls.
Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.
Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.
Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep serfs at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants’ mountainous realms to mine ore and gemstones from deep within the earth.
Fire giants low in the ordning manage the mine tunnels and the serfs that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their serfs than on smelting and working the bounty those serfs produce.
Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.
Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.
Suggested Environments
Mountains, Volcanos