Giant, Haunted Stone

Haunted Stone Giant

Huge giant, chaotic neutral
Armor Class 20 (natural armor, ancestral spirits)
Hit Points 126 (11d12 + 55)
Speed 40 ft.
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 6 (−2)

Saving Throws Dex +5, Con +8, Wis +4
Skills Athletics +12, Perception +4
Condition Immunities charmed, frightened (see below)
Senses darkvision 60 ft., see invisibility (see below); passive Perception 14
Languages Giant
Challenge 8 (3,900 XP)

Ancestral Spirits. Three ghostly spirits haunt the giant. The spirits are incorporeal, remain within 10 ft. of the giant at all times, and cannot take actions. Each uses the giant’s AC and saving throws, has 15 hit points and can only be harmed by radiant damage. If an ancestral spirit is reduced to 0 hit points, it disappears temporarily. Reduce the giant’s AC by 1 and remove one trait granted by the spirits for each spirit that is driven off. Ancestral spirits cannot be turned.

Reckless. At the start of its turn, the giant can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. This trait is granted by the ancestral spirits.

See Invisibility. The giant can see invisible creatures and objects as if they were visible and can see into the Ethereal Plane. This trait is granted by the ancestral spirits.

Steadfast. The giant is immune to the charmed and frightened conditions. This trait is granted by the ancestral spirits.

Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


Multiattack. The giant makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.


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

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