Eldritch Giant
Huge • Giant • Evil
Armor Class 15
Hit Points 168 (16d12 + 64)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 14 (+2) | 18 (+4) | 21 (+5) | 17 (+3) | 17 (+3) |
Saving Throws Int +9, Wis +7, Cha +7
Skills Arcana +13, History +9, Insight +7, Investigation +9
Gear arcane focus
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant and two other languages
CR 11 (7,200 XP; PB +4)

Eldritch Giant
Huge • Giant • Evil
Armor Class 14
Hit Points 142 (15d12 + 45)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 25 (+7) | 14 (+2) | 17 (+3) | 20 (+5) | 16 (+3) | 16 (+3) |
Saving Throws Int +9, Wis +7, Cha +7
Skills Arcana +13, History +9, Insight +7, Investigation +9
Gear arcane focus
Senses darkvision 60 ft., passive Perception 13
Languages Common, Giant and two other languages
CR 9 (XP 5,000; PB +4)

Eldritch Giant
Huge • Giant • Evil
Armor Class 15
Hit Points 199 (19d12 + 76)
Speed 40 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 14 (+2) | 18 (+4) | 22 (+6) | 18 (+4) | 18 (+4) |
Saving Throws Int +11, Wis +9, Cha +9
Skills Arcana +16, History +11, Insight +9, Investigation +11
Gear arcane focus
Senses darkvision 60 ft., passive Perception 14
Languages Common, Giant and two other languages
CR 13 (XP 10,000; PB +5)

Spellcasting. The giant casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, dispel magic, magic missile (level 7)
3/day: dimension door, mirror image, protection from energy
1/day: globe of invulnerability (20-foot-radius sphere)
REACTIONS
Absorb Magic. Trigger: A creature the giant can see targets it with a spell. Response: The giant gains resistance against damage that spell would cause. Further, the next time the giant casts magical missiles, it creates an additional 5 projectiles
QUICK REFERENCE
Habitat
- Remote mountaintop fortresses
- Arcane ruins of fallen empires or natural places full of lore and mana
- Oversized wizard towers made for giants
Behavior
- Seeks out magical artifacts to augment its power, willing to make pacts to further its own gains
- Views spellcasters as rivals to be defeated and studied
- Prefers calculated strikes over brute rampages, analyzes its chances at all times and retreats if necessary
- Enslaves minions (weaker giants but preferably weak yet clever creatures) for its dirty or menial work
Information (Intelligence Check)
- DC 10 History: Recognized as a rare breed of giant skilled in magic
- DC 15 Arcana: Knows they can disrupt or absorb hostile magic
- DC 20 Arcana: Absorbing magic briefly empowers the giant’s own magic attacks, mostly used in the form of more magic missiles
Combat
- Opens with Mirror Image or Protection from Energy for defense (preferably before the combat starts)
- Uses Eldritch Punch for raw damage, mixing in Magic Missile for ranged pressure or to break concentration
- Counters enemy spells with Absorb Magic reaction
- Globe of Invulnerability when outnumbered by casters or to secure a good tactical position
- Dimension Door to reposition or escape dangerous situations
Loot Ideas
- Diverse sets of tools and ingredients for crafting potions, magic items, or similar things
- Ancient scrolls and tomes filled with magic lore and wizard spells
- (Oversized) magical items focused other arcane casters would use
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
