Summon Giant
5th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (an object marked with a giant's rune engraved on it, worth at least 500 gp)
Duration: (C) 1 hour
Fomorian Giant Spirit
Huge Giant, Unaligned
Armor Class 11 + spell level
(natural armor)
Hit Points 80 + 10 per upcast
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 14 (+2) | 14 (+2) |
Skills Arcana +2 + PB
, Perception +2 + PB
, Stealth +2 + PB
Damage Resistances poison, psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 12 + PB
Languages Giant, understands the languages you speak
Traits
Fomorian Rune. When you summon the giant, choose one of its condition immunities. You are immune to the chosen condition until the spell ends.
Actions
Multiattack. The construct makes a number of Slam attacks equal to one third of this spell's level (rounded up) and uses its Cursed Glare.
Slam. Melee Weapon Attack: +Spell Attack modifier
to hit, reach 10 ft., one target. Hit: 2d6 + 4 + Spell Level
bludgeoning damage.
Cursed Glare. The giant glares at an enemy that can see it within 60 feet. The creature must make a DC Spell Save DC
Wisdom saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. A creature who fails this saving throw is also Frightened until the end of the giant's next turn.
Ostorian Giant Spirit
Huge Giant, Unaligned
Armor Class 11 + spell level
(natural armor)
Hit Points 80 + 10 per upcast
Speed 50 ft., climb 50 ft., swim 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 17 (+3) | 14 (+2) | 14 (+2) | 14 (+2) |
Skills Athletics +4 + (2 x PB)
, Insight +2 + PB
, Perception +2 + PB
Damage Resistances cold, fire, lightning, poison, psychic, thunder
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 12 + PB
Languages Giant, understands the languages you speak
Traits
Ostorian Rune. When you summon the giant, choose one of its damage resistances. It is immune to the chosen damage type until the spell ends.
Actions
Multiattack. The construct makes a number of Slam attacks equal to one third of this spell's level (rounded up) and uses its Giant Stomp.
Slam. Melee Weapon Attack: +Spell Attack modifier
to hit, reach 10 ft., one target. Hit: 1d6 + 4 + Spell Level
bludgeoning damage.
Giant Stomp. The giant slams the ground, causing a ripple of destructive energy around them. Each creature within 15 feet of the giant must make a DC Spell Save DC
Dexterity saving throw. A creature takes 2d6 bludgeoning damage or 2d6 cold damage or 2d6 fire damage or 2d6 lightning damage or 2d6 thunder damage on a failed save, or half as much damage on a successful one.
Two-Headed Giant Spirit
Huge Giant, Unaligned
Armor Class 11 + spell level
(natural armor)
Hit Points 90 + 10 per upcast
Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 17 (+3) | 7 (-2) | 16 (+3) | 7 (-2) |
Skills Athletics +4 + PB
, Perception +3 + (2 x PB)
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 13 + (2 x PB)
Languages Giant, understands the languages you speak
Traits
Twin Rune. When you summon the giant, you and the giant have Advantage on Perception checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious until the spell ends.
Actions
Multiattack. The construct makes a number of Slam attacks equal to one third of this spell's level (rounded up).
Slam. Melee Weapon Attack: +Spell Attack modifier
to hit, reach 10 ft., one target. Hit: 2d6 + 4 + Spell Level
bludgeoning damage.
Bonus Actions
Twin Slam. Melee Weapon Attack: +Spell Attack modifier
to hit, reach 10 ft., one target other than the first target the giant attacked this turn. Hit: 2d6 + 4 + Spell Level
bludgeoning damage.
Undying Giant Spirit
Huge Giant, Unaligned
Armor Class 11 + spell level
(natural armor)
Hit Points 80 + 10 per upcast
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 14 (+2) | 17 (+3) | 7 (-2) | 16 (+3) | 7 (-2) |
Skills Athletics +4 + PB
, Perception +3 + PB
Damage Resistances cold, poison, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 13 + PB
Languages Giant, understands the languages you speak
Traits
Keen Scent. The giant has Advantage on Perception checks that rely on smell.
Undying Rune. When you summon the giant, you and the giant regain hit points equal to the spell's level at the start of your turn for the spell's duration. If the giant takes acid or fire damage, this trait doesn't function at the start of your next turn.
Actions
Multiattack. The construct makes a number of Slam attacks equal to one third of this spell's level (rounded up) and uses its Noxious Breath.
Slam. Melee Weapon Attack: +Spell Attack modifier
to hit, reach 10 ft., one target. Hit: 1d6 + 4 + Spell Level
bludgeoning damage.
Noxious Breath. The giant exhales foul breath in a 30-foot cone. Each creature in that area must make a DC Spell Save DC
Constitution saving throw. A creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. A creature who fails this saving throw is Poisoned until the end of the giant's next turn.
Source: Homebrew