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giants of
LEGEND
M
onstrous Menagerie
Giants Legend||EN
GiantsofofLegend ENWorld EN5IDER
World EN5IDER
Ferragut human-sized combatants, and have shown their
Origins: The ferragut is based on a character magnanimity on multiple occasions by giving
featured in numerous French and Italian chivalric their rivals a head start, the benefit of the first
romances and poems. The ferragut is pictured on strike, or other favors. They excel in non-lethal
the first page of this article. duels, tournaments, and other forms of ritualized
A ferragut resembles a powerful and athletic combat, and try to avoid bloodshed or violent
8-foot tall human with reddish skin, clad in conflict. However, the ferragut despise those who
shining and ornate plate armor and mounted on resort to subterfuge or overt aggression, and can
enormous armor-clad horse 12 feet at the shoulder. be fearsome opponents if provoked.
Mysterious Knights-Errant. The ferragut have
only recently appeared in the world, and their Ferragut
history, culture, and motivation are still largely Large giant, neutral good
unknown. From the scant details that the ferragut Armor Class 20 (plate armor, shield)
share themselves, it can be surmised that they Hit Points 85 (9d10 + 36)
have lived for many centuries on a distant plane Speed 40 ft.
of existence, indulging in savagery and barbarism. STR DEX CON INT WIS CHA
One day, a valorous knight magically transported 22 (+6) 10 (+0) 19 (+4) 14(+2) 15 (+2) 16(+3)
to their world shared the virtues of honor, mercy, Saving Throws Dex +3, Wis +5
and civilization with the ferragut, and, moved by Skills Animal Handling +5, Athletics +9, Persuasion +6
his example, the giants modeled their culture after Senses darkvision 60 ft., passive Perception 12
the loftiest ideals of chivalry. When a magical Languages Common, Giant
tempest opened several portals to other worlds, Challenge 6 (2,300 XP)
dozens of ferragut emissaries sallied forth, eager Innate Spellcasting. The ferraguts spellcasting ability
to find and explore the plane where the knight is Charisma (spell save DC 14). It can innately cast the
came from. Many sages question the veracity of following spells, requiring no material components:
this story and the sincerity of the ferragut, but so 3/day each: bane, branding smite, divine favor
far they have been welcome guests in the cities 1/day each: find steed (can only summon a giant
and castles of the world. destrier)
Paragons of Chivalry. Endowed with Joust. If the ferragut is mounted and moves at least
prodigious strength and mounted upon their 20 feet straight toward a target and then hits it with
enormous steeds called giant destriers, the a lance attack on the same turn, the target takes an
ferragut realize the advantage that they have over extra 14 (4d6) piercing damage.
ACTIONS
Giant Destrier Multiattack. The ferragut makes two longsword
A giant destrier has the same statistics as a attacks.
warhorse, with the following differences: Longsword. Melee Weapon Attack: +9 to hit, reach 5ft.,
It is a Huge fey with challenge rating 3. one target. Hit: 15 (2d8 + 6) slashing damage, or 17
It has AC 18 (plate barding) and 51 hit points. (2d10 + 6) slashing damage if used with both hands.
It has STR 22 (+6) and INT 7 (2). Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one
It understands Giant but does not speak. target. Hit: 19 (2d12 + 6) piercing damage. This attack
It cannot be charmed or frightened while a fer- has disadvantage if the enemy is within 5 feet of the
ragut is mounted on it or within its sight. ferragut and the ferragut isnt mounted.
Its Trampling Charge DC is 16. Javelin. Melee or Ranged Weapon Attack: +9 to hit,
The attack bonus of its hoof attack is +8, and it reach 5 ft. or range 20/60 ft., one target.
deals 16 (3d6 + 6) bludgeoning damage. Hit: 13 (2d6+6) piercing damage.
Giants Legend||EN
GiantsofofLegend ENWorld EN5IDER
World EN5IDER
Sworn Guardians. A panoptes eats as much in Panoptes
a century as a human does in a day; this quality, Huge giant, lawful neutral
coupled with their ever-wakefulness, unmatched Armor Class 17 (natural armor)
eyesight, prodigious strength, and a binding sense Hit Points 161 (14d12 + 70)
of duty, makes them ideal guardians. Speed 40 ft.
Even though the race that created them has STR DEX CON INT WIS CHA
vanished long ago, the giants have either offered 23 (+6) 11 (+0) 20 (+5) 14(+2) 19 (+4) 17(+3)
their services to other masters or still keep watch Skills Perception +14
over long-forgotten treasure vaults, waiting to Condition Immunities blinded, frightened
be released from their service. Their multitude Senses darkvision 120 ft., truesight 120 ft., passive
of eyes produces an unnerving and exhausting Perception 24
effect in foes that dare approach them, and their Languages Common, Deep Speech, Giant
powerful fists make short work of enemy melee Challenge 10 (5,900 XP)
combatants. Magic Resistance. The panoptes has advantage
on saving throws against spells and other magical
Jentilak Soothsayers effects.
A soothsayer has the same statistics as a common Stare of a Hundred Eyes. If a creature starts its turn
jentilak, with the following changes: within 30 feet of the panoptes and the two of them
It has challenge rating 4 (1,100 XP). can see each other, the panoptes can force the
It has 100 hit points and CHA 17 (+3). creature to make a DC 15 Charisma saving throw if the
It has a +7 bonus on Charisma (Persuasion) and panoptes isnt incapacitated. On a failed save, it takes
Charisma (Intimidation) checks. 22 (4d10) necrotic damage and gains one level of
It has the Magic Resistance trait (advantage on exhaustion, or taking half damage and no exhaustion
saving throws against spells and other magical on a successful save. A creature that isnt surprised
effects) and the Spellcasting trait (see below). can avert its eyes to avoid the saving throw at the
Spellcasting. The soothsayer is a 7th-level start of its turn. If it does so, it cant see the panoptes
spellcaster. Its spellcasting ability is Wisdom until the start of its next turn, when it can avert its
(spell save DC 13, +5 to hit with spell attacks). eyes again. If it looks at the panoptes in the mean-
The soothsayer has the following cleric spells time, it must immediately make the save. A panoptes
prepared: isnt affected by its gaze if it sees its own reflection
Cantrips (at will): resistance, spare the dying, and can suppress or resume the effects of its gaze as
thaumaturgy a bonus action.
1st level (4 slots): command, cure wounds, detect Wakeful. While half of a panoptes eyes are asleep, the
magic, sanctuary other half is always awake.
2nd level (3 slots): augury, spiritual weapon, zone ACTIONS
of truth Multiattack. The panoptes makes two slam attacks.
3rd level (3 slots): clairvoyance, speak with dead, Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one
spirit guardians target. Hit: 19 (3d8 + 6) bludgeoning damage.
4th level (1 slot): divination Eye Ray. Ranged Spell Attack: +7 to hit, range 120 ft.,
one target. Hit: 27 (5d10) force damage. e