Giants

Giants #

All Giants have Large 9+ or 11+ (popping off requires a save of the listed amount or higher).

Spend 2 Threat: A Giant treats staggered enemies as if they’re Softened and Vulnerable for the rest of the encounter.

Ogres #


Ogre #

3rd Level Troop, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 17
PD 15
MD 14
HP 112

Enormous Club (Melee, +7 vs AC)

Hit: 16 damage.

Miss: 8 damage.

Big Shove (Melee, +9 vs PD, each engaged enemy)

Hit: 1d6 damage and the target is Stunned until the end of the Ogre’s next turn.


Large 9+

Spend 2 Threat: The Ogre can use Big Shove as a quick action this turn if their Enormous Club attack is a Natural Even Hit/Miss.


Ogre Mage #

7th Level Wrecker, Fast Initiative
Double-Strength
Cautious, Targets least threatening

AC 22
PD 19
MD 20
HP 214

Naginata (Melee, +12 vs AC)

Hit: 36 damage.

Natural 13+ Hit: Make a Naginata attack against another engaged enemy.

Natural 15+ Hit: As Natural 13+ Hit, but the target can be nearby instead of engaged.

Cold Snap (Spell, Provokes, +12 vs PD, 1d3 nearby enemies)

Hit: 30 cold damage.

Special: This may only be used once per encounter.

Fire Blossoms (Spell, Provokes, +12 vs PD, 2d3 nearby enemies)

Hit: 10 fire damage and 5 ongoing fire damage.

Special: This may only be used once per encounter.

Invisibility (Spell, Provokes, Quick, +12 vs highest MD)

Hit: The Ogre Mage becomes Invisible until the next time it attacks.

Special: This may only be used once per encounter unless it misses (in which case it isn’t expended).

Aura of Treachery (Spell, Interrupt, +12 vs MD)

Hit: The target is Confused until the end of its next turn.

Special: This may only be used in response to a nearby enemy missing the Ogre Mage with an attack.


Spend 2 Threat: Use Cold Snap, Fire Blossoms, or Invisibility a second time this encounter.

Flight, Large 9+

Trolls #

Each Troll has the following ability:

Troll Regeneration X: If a troll is damaged, it can heal X HP at the start of its turn. It has five uses of this per encounter. If this heals it to maximum, that use of regeneration doesn’t count as a use. When the troll is hit by an attack that does fire or acid damage, it loses one use of regeneration and it can’t use regeneration on its next turn. Dropping the troll to 0 HP doesn’t kill it if it has uses of regeneration left.

Spend 2 Threat: Either fire or acid damage doesn’t have the expected effect on regeneration for this particular troll.


Troll #

4th Level Troop, Slow Initiative
Double-Strength
Brave, Targets most recent

AC 18
PD 16
MD 15
HP 88

Ripping Claws (Melee, +9 vs AC, 2 attacks)

Hit: 10 damage.


Troll Regeneration 2d6, Large 9+


War Troll #

6th Level Troop, Slow Initiative
Double-Strength
Brave, Targets least threatening

AC 21
PD 19
MD 18
HP 144

Horrendous Claws (Melee, +11 vs AC, 2 attacks)

Hit: 12 damage and 4 ongoing damage.

Uncanny Jolt (Interrupt)

The War Troll pops off of every enemy. If it intercepts an enemy this turn and gets hit, it regains 1 use of Troll Regeneration as long as it has at least 1 use left.

Troll Regeneration 2d10, Large 9+

True Giants #


Ettin #

5th Level Blocker, Slow Initiative
Double-Strength
Reckless, Targets most recent

AC 20
PD 17
MD 18
HP 154

Right-Head Swing (Melee, +10 vs AC)

Hit: 20 damage and the Ettin pops off of the target. If this is the first Right-Head Swing attack that hit this turn, it may then move and make a Left-Head Swing attack against a different target.

Left-Head Swing (Melee, +10 vs AC)

Hit: 15 damage.


Two-headed Clarity: Ettins save at the beginning of their turn against Dazed, Softened, Weakened, Shaken, Confused, or Stunned. If the Ettin has one of those conditions for only one turn, it gets an 11+ Save against it at the start of its turn, but takes 1d6 damage if that save succeeds.

Large 11+

Spend 2 Threat: You may use this at Escalation 2+. Until the end of the encounter, Right-Head Swing gets a second attack.


Hill Giant #

6th Level Troop, Slow Initiative
Double-Strength
Volatile, Targets most recent

AC 20
PD 18
MD 17
HP 230

Uprooted Tree Club (Melee, +10 vs AC)

Hit: 36 damage.

Natural 9+ Miss: 20 damage.

Boulder Throw (Ranged, Provokes, +10 vs PD)

Hit: 36 damage.

Natural 9+ Miss: 15 damage.


Large 11+


Frost Giant #

7th Level Troop, Slow Initiative
Double-Strength
Brave, Targets least threatening

AC 22
PD 20
MD 19
HP 228

Frozen Axe (Melee, +12 vs AC)

Hit: 40 damage.

Natural Even Hit or Miss: As Hit/Miss, and the Frost Giant may make a Frost Touch attack against the target as a free action.

Freezing Touch (Melee, +12 vs PD)

Hit: The target takes 10 cold damage and is Hampered until the end of its next turn.

Frozen Boulder (Ranged, Provokes, +12 vs PD, 1 nearby target or 1 far target at 1 disadvantage)

Hit: 30 weapon damage and 10 cold damage.


Ancient Cold: If any frost giants are in the encounter, at the top of initiative, one of them of the GM’s choice rolls an 11+ save. If it succeeds, Escalation does not advance this round.

Large 11+, Resist Cold 13+, Weak to Fire


Stone Giant #

8th Level Blocker, Slow Initiative
Double-Strength
Brave, Targets least threatening

AC 23
PD 21
MD 20
HP 296

Stone Club (Melee, +13 vs AC)

Hit: 50 damage.

Natural Even Hit or Miss: As Hit/Miss, and the Stone Giant may make a Stomp attack against the same target as a free action.

Stomp (Melee, +13 vs PD, every engaged enemy)

Hit: The target takes 25 damage and is Dazed until the end of its next turn.

Stone Boulder (Ranged, Provokes, +13 vs PD, 1 nearby target or 1 far target at 1 disadvantage)

Hit: 50 damage and the target is Dazed.

Natural Even Miss: 25 damage.


Concussive Blows: Anytime an enemy is Dazed by the Stone Giant, they gain 1 Disadvantage to Disengage as well while they’re dazed.

Large 11+, Resist Weapons 13+


Fire Giant #

8th Level Troop, Medium Initiative
Double-Strength
Brave, Targets most threatening

AC 23
PD 21
MD 20
HP 296

Magma Greatsword (Melee, +13 vs AC)

Hit: 40 weapon damage and 20 fire damage.

Miss: 20 fire damage.

Black Iron Javelin (Ranged, Provokes, +13 vs AC, 1 nearby target or 1 far target at 1 disadvantage)

Hit: 35 weapon damage and 20 fire damage.

Miss: 20 fire damage.


Spend 2 Threat: This turn, any fire damage the Fire Giant deals is ongoing.

Fiery Escalation: The fire giant adds the escalation die to attacks against targets taking ongoing fire damage.

Large 9+, Resist Fire 13+, Weak to Cold


Fire Giant Warlord #

9th Level Leader, Medium Initiative
Double-Strength
Cautious, Targets most threatening

AC 24
PD 21
MD 22
HP 350

Magma Greatsword (Melee, +14 vs AC)

Hit: 50 weapon damage and 25 fire damage.

Natural Even Hit or Miss: 25 fire damage.

Engulf (Melee, +14 vs PD)

Hit: The target takes 35 ongoing fire damage (13+ save ends).

Warlord’s Command (Standard)

One nearby or far ally gains a standard action that must be used for a melee attack.


Spend 2 Threat: This turn, any fire damage the Fire Giant deals is ongoing.

Fiery Escalation: The fire giant adds the escalation die to attacks against targets taking ongoing fire damage.

Large 9+, Resist Fire 13+, Weak to Cold


Storm Giant Knight #

9th Level Blocker, Medium Initiative
Double-Strength
Brave, Targets most threatening

AC 24
PD 22
MD 21
HP 368

Crackling Spear (Melee, +14 vs AC)

Hit: 80 damage.

Miss: 20 damage.

Natural Odd Hit or Miss: As Hit/Miss, and the target takes 4d10 lightning damage if they try to disengage or pop off from the Storm Giant Knight.

Natural Even Hit or Miss: As Hit/Miss, and the Storm Giant Knight may pop off of the target.


Spend 2 Threat: The Storm Giant Knight may use Stormcloud Shield Bash this turn.

Stormcloud Shield Bash (Melee, Interrupt, +14 vs PD)

Natural Odd Hit: 20 lightning damage and the target is Shaken (11+ save ends).

Natural Even Hit: 20 lightning damage and the target is Stunned (11+ save ends).

Miss: 10 lightning damage and refund 1 Threat.

Special: This may only be used in response to being attacked before the attack is resolved. This attack gains 1 Advantage if the Storm Giant Knight is intercepting an attack by the target.


Flight, Large 11+, Resist Lightning 13+, Resist Thunder 13+


Storm Giant Bolter #

10th Level Wrecker, Fast Initiative
Triple-Strength
Cautious, Targets least threatening

AC 25
PD 23
MD 22
HP 660

Truly Enormous Greatsword (Melee, +15 vs AC)

Hit: 100 damage.

Miss: 25 damage OR the Storm Giant Bolter may use Release the Thunder as a Quick Action this turn.

Natural Even Hit or Miss: As Hit/Miss, and the Storm Giant may use Lightning Bolt as a Quick Action this turn.

Crackling Javelin (Ranged, Provokes, +15 vs AC, 2 attacks on nearby/far enemies)

Hit: 60 lightning damage.

Natural Even Hit: As a Hit, and the Storm Giant Bolter may use Lightning Bolt as a Quick Action this turn.

Lightning Bolt (Ranged, +15 vs PD, 1 random nearby enemy)

Hit: 30+3d10 lightning damage.

Miss: Half damage.

Release the Thunder (Spell, +15 vs PD, all nearby enemies)

Hit: 1d10 thunder damage per Building Thunder count.

Miss: Half damage.


Building Thunder: Keep count of the number of times the Storm Giant Bolter uses Lightning Bolt during this encounter. That number plus the escalation die is the Building Thunder count.

Towering Storm: As a move action, a Storm Giant Bolter can clear all conditions on it. It takes 30 damage for each condition it clears. If it does this while Staggered, increase the Building Thunder count by one (as if this were a Lightning Bolt).

Flight, Large 11+, Resist Lightning 13+, Resist Thunder 13+