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With a history nearly as honest-to-god as that of ancient dragons , the Giants ofDungeons & Dragonscontain a varied and complex radical of races . Ranging from a measly sixteen feet to a really terrorize two - stories tall , Giants amount from all sorts of environments and backgrounds .
The Ordning ( the Giants ’ order of position ) of main Giant races consists of six variations , and each of them come with different temperaments , alignments , challenge military rating , and abilities .
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The following collection track every Giant variation inDungeons & Dragons , a routine of their account , and some of their various strengths and weaknesses .
D&D’s Hill Giants
Just above Giant kin ( ettins , fomorians , ogres , and the similar ) , Hill Giants have a low condition so far as giants are concerned . With an intelligence of five , D&D’sHill Giants are known to be the least cunning of the Giant race . Their mind are of scavengers , caring only for their next meal , and most of them ca n’t comprehend the more complex condition attribute of The Ordning . As such , theyalign with helter-skelter evilness .
At a challenge rating of five , Hill Giants are also the least dangerous . An armor course of study of thirteen make them loose to make , but they still have a decent consortium of smasher points , with a little over a hundred . Their multi - attack consists of two greatclub swings averaging eighteen damage and , like all Giants , they use a rock music for cast attack ( which make for around twenty - one impairment ) . With a range from sixty to 240 ft and a +8 to shoot with said tilt , though , even these lowliest of Giant - folk can hit somewhat hard .
D&D’s Fire Giants
As seen on the blanket of theD&DPlayer ’s Handbook , Fire Giants are known mostly as master crafters . Raised as expert in warfare from parturition , Fire Giants can usually be get hold at their forges in gamy - temperature environments . Those low in The Ordning are put in charge of mine , and they pride themselves on the strength of their fortresses and arm .
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Though they only have an intelligence of ten , it would be gooselike to underestimateDungeons & Dragons ' Fire Giants cleverness in combat . At a chromium of nine , the Fire Giants ’ multi - attack consists of two greatsword swings averaging at twenty - eight slash damage a collision . Their tramp - rock approach hits a little harder at twenty nine , their AC is eighteen , and their HP is 162 . They ’re also immune to fire damage ( obviously ) and align with rule-governed immorality .

D&D’s Stone Giants
At a achromatic alinement , keep & Dragons’Stone Giants broadly speaking have a peaceful nature unless confront directly . The artists of the Giant world , Stone Giants pride themselves greatly ontheir power to carve stone . They use these traits to nominate their leaders , and rock - throwing ability to assign their protector . Stone Giants live in cave , in the main worship the god Skoraeus Stonebones , and anything outside their cavernous homes is viewed as ( to quote theMonster Manual ) “ A land of dream . ” thing done on the outside humankind tend to not be rent in earnest .
The same stature as Fire Giants at eighteen foot , Stone Giants are a CR of seven , have an AC of seventeen , and 126 HP . Their greatclub multi - attack average at nineteen a smasher , and their stone at twenty eight . Stone Giants ’ crop attacks are especially grievous , though . They stimulate a strength saving throw ( DC 17 ) that , when failed , criticise an enemy prone .
D&D’s Frost Giants
One most might agnize as resemblingWhite Walkers fromGame of Thrones , Frost Giants value forcefulness above all else , and often foot who is highest in their Ordning base on physical artistry alone . They are not craftsman or smiths by nature like that of their Stone and Fire kin ( though it is not viewed without value ) , and incline to re - purpose arm from their fallen enemy . The most sought after of trophy is that of dragon ’ scale , dentition , and claws .
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Standing at twenty - one feet tall , Frost Giants are a CR of eight . They have an AC of fifteen , 138 HP , and are immune to stale damage . Frost Giants multi - attacks are with a greataxe and average at twenty - five hurt , and their rocks hit for around twenty eight . They ’re coalition is neutral evilness , and ( of path ) they frequent cold environments .

D&D’s Cloud Giants
At twenty - four feet marvellous , Dungeons & Dragons’Cloud Giants are able-bodied to change their forms into mist and plaster bandage spells . commonly worshipers of Memnor the Trickster , Cloud Giants can beneutral good or neutral wickedness . They often view themselves as the top of the Giant Ordning , grow giant harvest , and dwell in solid cloud or high in the sight . Frequent gambler , Cloud Giants value position with wealth and gift , prioritize the beauty of their homes .
Cloud Giants ’ multi - approach are with a morningstar that averages twenty - one damage , and their rocks hit for around thirty . They have an AC of fourteen , 200 HP , advantage on feeling - based perception checks , and are personal appeal - based caster that can use eight different spells :
D&D’s Storm Giants
violent storm Giants are at the magniloquent , at twenty - six foot tall , and subsist at extremely stray and distant placement . At a helter-skelter - good alinement , Dungeons & Dragons’Storm Giants are known for their sapience and do not often seek battle . Only leaving solitary to hash out omens or find courtship , Storm Giants keep an eye on Annam , and live as prophets and ancient philosophers . They areoften worshiped themselves , though , and are rule by their conscious alone .
Storm Giants have an AC of sixteen , 230 HP , are repellent to cold , resistant to lightning and thunder damage , and are a CR of thirteen . Their multi - attack is with a greatsword , averaging thirty damage a hitting , and their rock music hit for around thirty five . By far their most dangerous attack , though , is theirZeus - style lightning rap . Storm Giants can throw lightning bolts up to 500 fundament , and every wight in a ten - foot radius has to make a sleight save ( DC 17 ) , or take or so fifty - four point of harm . They ’re also amphibian , and can cast the following spells from charisma :
Giants are some of the most interesting airstream inDungeons & Dragons , and have a lot to offer any campaign . Whether acting as some of themost dangerous creatures in the biz , or simply just used as a random encounter in the wood , they are undoubtedly awesome .

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