Storm Giant Axerider

Remember Way of the Coiling Current? Teleporting by becoming lightning is the latest trend, says us and no one else, but this time, it’s different. Now, instead of being about training and natural flow, now it’s about being forty feet tall and throwing a lot of axes.

As a monster, the axerider is a much more mobile twist on classic giant combat, dealing a lot of lightning damage and excelling at both chasing and escaping anyone who can’t keep up with them. It’s a great way to introduce some variety into your ‘large man with axe’ diet, without needing to make things all that much more complicated.


Storm Giant Axerider

Giants are an ancient people, organized in a divine structure called the Ordening that maintains social hierarchy between the different kinds of giants, from hill to storm. In spite of the centuries through which the Ordening has been maintained, it is not unchangeable—and those who stand atop such an ancient edifice maintain their place in it with ruthless, desperate intensity.

Those who hold the highest echelon of the Ordening are the storm giants. In order to maintain this cherished position of import, a special order of warriors was formed in ages past called the axeriders. Powerful, unpredictable, and capable of appearing suddenly in a flash of violence and destruction, axeriders are committed to maintenance of the Ordening, especially the place of storm giants at the peak of it.

Axeriders are trained in the use of enchanted axes, using these imposing weapons not only to cleave apart their foes but as brutal projectiles through which they can leap as bolts of blinding lightning. They employ shock and awe in the most literal sense, dispatching those who machinate to disrupt the Ordening with ruthless and violent aggression.

Storm Giant Axerider

Huge Giant, typically chaotic neutral

Armor Class 17 (studded leather)

Hit Points 287 (25d12 + 125)

Speed 50 ft., swim 50 ft.

STR 29 (+9)

DEX 20 (+5)

CON 20 (+5)

INT 16 (+3)

WIS 18 (+4)

CHA 18 (+4)

Saving Throws Str +14, Con +10, Wis +9, Cha +9

Skills Acrobatics +9, Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances cold

Damage Immunities lightning, thunder

Senses passive Perception 19

Languages Common, Giant

CR 15 (13,000 XP) Proficiency Bonus +5

Traits

Amphibious. The giant can breathe air and water.

Axebond. The giant always knows the location of its bonded handaxes, including how far away they are and in what direction. It has four handaxes bonded in this way.

Hurler. The giant’s range with thrown weapons is four times longer (included in the attack).

Actions

Multiattack. The giant makes two Handaxe attacks.

Handaxe. Melee or Ranged Weapon Attack: +14 to hit, reach 10 ft. or range 80/240 ft., one target. Hit: 19 (3d6 + 9) slashing damage plus 18 (4d8) lightning damage.

Lightning Hurl (Recharge 5–6). The giant throws a lightning-charged handaxe at a point it can see within 240 feet. Each creature in a 20-foot radius of that point must make a DC 18 Dexterity saving throw, taking 72 (16d8) lightning damage on a failed save, or half as much on a successful one.

Bonus Actions

Recall Axes. The giant recalls any bonded handaxes it has thrown, teleporting them to its hands or holsters.

Ride the Lightning. The giant uses all of its movement to teleport to a bonded handaxe it has thrown within 80 feet that it can see. It cannot teleport in this way if its speed is 0 or if it has already moved this turn.


We hope you enjoy having your giants have some strange new assassins! There’s a lot of room in this creative space for more specialized types of giants, so if you want us to dig deeper, let us know! We’re on our Discord all the time, and would love to hear what sort of homebrew your game needs. And of course, If you want to get the full Gelatinous Cubicles experience, our patrons on Patreon have access to premium content before anyone else!

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