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Giants: The Classic Six | 5e Monsters

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Giants: The Classic Six

Giants: The Classic Six is a monster supplement for 5e that expands the classic giant species into functioning societies rather than isolated monsters. Each lineage is presented as a structured hierarchy that progresses from young giants through seasoned warriors and culminates in ruling kings. Instead of treating giants solely as solitary brutes, this supplement frames them as organized civilizations with authority, tradition, and battlefield doctrine.

The intent of this product is to deepen encounter variety while remaining faithful to the established Challenge Ratings of the Monster Manual. Each ladder aligns its central warrior tier with the existing CR of the corresponding giant type while introducing new abilities and behaviors that do not duplicate official traits. These giants are designed to appear in clans, warbands, courts, and dynasties rather than as single wandering threats.

Lore is intentionally minimal so that GMs can place these societies wherever giants already exist in their worlds. A hill giant tribe, a stone giant cavern court, or a cloud giant sky palace can now function as a complete social structure. The stat blocks represent roles within those cultures rather than rewriting the giants themselves.

The Hill Giants

Hill giants embody raw appetite and crude dominance. Their tribes revolve around strength, intimidation, and the relentless pursuit of food and plunder. Leadership is determined by physical brutality rather than wisdom, and the strongest giant eventually devours or crushes rivals to claim the title of king.

Hill giant encounters emphasize reckless aggression, overwhelming size, and destructive momentum. They break through defenses with thrown boulders and crushing blows, often relying on sheer numbers and intimidation rather than strategy.

The Stone Giants

Stone giants represent ancient patience and artistic power. Their cavern societies revolve around shaping stone, preserving tradition, and maintaining a deep philosophical connection to the earth. Violence is deliberate and purposeful, often carried out with calm precision.

Stone giant encounters emphasize controlled battlefield presence and terrain manipulation. They favor balanced stone weapons and deliberate positioning, striking with overwhelming force when provoked.

The Frost Giants

Frost giants are warriors of conquest and glory. Their culture prizes strength, heroic combat, and trophies taken from worthy foes. Jarls command warbands that raid settlements and rival clans alike, seeking victory worthy of saga and legend.

Frost giant encounters emphasize aggressive charges, brutal axe strikes, and dominance through intimidation. They are relentless fighters who test the strength of enemies before claiming victory.

The Fire Giants

Fire giants are disciplined militarists and master smiths. Their societies revolve around conquest, industry, and the forging of powerful weapons. Fire giant rulers command armies with the precision of battlefield generals and the pride of master craftsmen.

Fire giant encounters emphasize heavy armor, siege warfare, and disciplined formations. They strike with overwhelming weapon power and molten force forged in volcanic strongholds.

The Cloud Giants

Cloud giants represent aristocratic ambition and skyborne nobility. Their floating courts and cloud palaces are places of rivalry, intrigue, and elegant displays of strength. Combat among them is often as much a matter of pride and status as survival.

Cloud giant encounters emphasize mobility, aerial maneuvering, and precise strikes from above. They favor elegance and calculated advantage rather than brute force.

The Storm Giants

Storm giants are the most ancient and contemplative of giantkind. Their rulers command the power of sea and storm, and their societies often exist far from mortal lands in deep ocean fortresses or remote coastal citadels.

Storm giant encounters emphasize elemental power, overwhelming presence, and battlefield dominance through lightning and thunder. Their kings appear as living embodiments of the storm itself.--

Hill Giant Roster

Hill Giant Child (CR 2): Young giant already immense and destructive, driven by instinct and hunger.
Hill Giant War Brute (CR 5): Full-grown tribal enforcer who crushes enemies through sheer brutality.
Hill Giant Gut-King (CR 8): Massive tribal ruler who dominates through intimidation and overwhelming strength.

Stone Giant Roster

Stone Giant Child (CR 3): Young giant raised among cavern halls and sculpted stone traditions.
Stone Giant Dreamwalker (CR 7): Disciplined stone warrior whose strikes are deliberate and precise.
Stone Giant High Shaper (CR 11): Cavern ruler who shapes both stone and giant society with calm authority.

Frost Giant Roster

Frost Giant Child (CR 4): Towering young warrior raised in brutal northern war culture.
Frost Giant Jarl-Champion (CR 8): Veteran raider who leads warbands and hunts worthy foes.
Frost Giant Jarl-King (CR 12): Supreme warlord whose authority is proven through conquest and battle.

Fire Giant Roster

Fire Giant Child (CR 5): Young forge-born giant already trained in war and craftsmanship.
Fire Giant War Marshal (CR 9): Disciplined battlefield commander who leads giant armies.
Fire Giant Inferno King (CR 14): Volcanic ruler whose power reflects both military command and forged might.

Cloud Giant Roster

Cloud Giant Child (CR 6): Young noble raised among sky palaces and aristocratic tradition.
Cloud Giant Sky Duelist (CR 9): Elegant aerial warrior who fights with pride and precision.
Cloud Giant Storm Regent (CR 15): Sky ruler whose authority commands both storms and giant courts.

Storm Giant Roster

Storm Giant Child (CR 7): Young giant touched by sea and storm from an early age.
Storm Giant Tide Oracle (CR 13): Ancient seer who reads battle like the movement of tides.
Storm Giant Tempest King (CR 16): Mythic ruler who commands lightning, thunder, and the fury of the sea.

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