Tungsten Giant (5e Creature)
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Huge giant, any chaotic alignment
Saving Throws Str +14, Con +10, Wis +9, Cha +9
Alert. The giant naturally gains +5 to initiative rolls, cannot be surprised as long as it's conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.
Athlete. When the giant is prone, standing up only uses 5 feet of his movement. The giant can make a running long jump or a running high jump after moving only 10 feet on foot, rather than 20 feet.
Brute. A melee weapon deals one extra die of its damage when the giant hits with it (included in the attack).
Charge. If the giant moves at least 30 feet straight toward a target and then hits it with a shield bash attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.
Quick Reflexes. The giant gets one extra reaction.
Rampage. When the giant reduces a creature to 0 hit points with a melee attack on its turn, the giant can take a bonus action to move up to half its speed and make a longsword attack.
Relentless (Recharges after Short or Long rest). If the giant is reduced to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The giant makes three melee attacks, only one of which may be a shield bash.
Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) slashing damage or 31 (4d10 + 9) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 19 (4d4 + 9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Earthly Shake (Recharges after a Short or Long Rest). The giant strikes the ground with its feet or weapon, triggering an earthquake. All other creatures on the ground within 60 feet of the giant must make a DC 18 Strength saving throw. On a failed save, a creature takes 16 (3d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Battle Cry (1/Day). Each creature of the giant's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the giant's next turn. The giant can then make one attack as a bonus action.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the giant can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the giant. A creature can benefit from only one Leadership die at a time. This effect ends if the giant is incapacitated.
Deflect. The giant adds 2 to its AC against one ranged attack that would hit it. To do so, the giant must see the attacker and be wielding a shield.
Parry. The giant adds 4 to its AC against one melee attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.
Unbridled Fury. In response to being hit by a melee attack, the giant can make one melee weapon attack with advantage against the attacker. It may substitute the melee attack with a grapple attempt.
Tungsten giants are contemplative historians, but also hardened warriors. They reside far away from civilization, so they may focus on their training of mind and body. Their gray-orange skin and jet black hair exaggerate their sparkling, blood red eyes. They are fearsome warriors who have turned entire armies of thousands into mile-long bloodstains, but their not easily angered and are generally calm and wise. As such one would usually get along well with a storm giant.
Distant Lords. Tungsten giants live in almost insurmountable mountain ranges, so they may be left to their devices. The care little for the workings of humanoids and giants. They keep to the things that are written down and set, particularly historical texts. If their not reading, writing or studying, their training in warfare, tactics, and combat for whatever inevitable conflict lie ahead, as they know they can't stay hidden forever.
Warbound Philosophers. Evil rises, with good its brawls. Kings stand, kings fall. They've seen it all before. Like their storm cousins, tungsten giants can find the connections in the most distant of events, predict when the rise and fall empires, and see where fortune begins and where disaster takes its place.
Nihilist Loners. Rarely, if ever, do tungsten giants contact other giants. They may trade the secrets of their historical texts or seek their rare courtship, but besides that almost never met with their own kind. Parents will raise the children together and may possibly stay together, but more likely they will return to isolation after the children can look after themselves. However, siblings will often stick together and defend each other to the end, as they have a 1/100 chance of occurring thus creating a special bond between the two.