Huge giant, lawful neutral
Armor Class 15 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft.
| Ability | Score | Bonus | Saving Throws |
|---|---|---|---|
| Strength | 26 | +8 | +8 |
| Dexterity | 15 | +2 | +2 |
| Constitution | 25 | +7 | +7 |
| Intelligence | 14 | +2 | +2 |
| Wisdom | 16 | +3 | +8 |
| Charisma | 16 | +3 | +12 |
Skills Intimidation +8, Perception +8
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 18
Languages Giant
Challenge 15 (13,000 XP)
Reactive. The giant can take one reaction on every turn in a combat.
Vigilant. The giant can't be surprised.
Actions
Multiattack. The giant makes four longsword attacks or two rock attacks.
Longsword. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.
Rock. Ranged Weapon Attack: + 13 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Reactions
Deflect Attack. The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.
Description
A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself-from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Hundred-Handed One
Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old.
Artisans of the Archons. Legend has it that the hundred-handed ones were once a tribe of giant artisans, prized by archon tyrants for their ability as stone cutters and smiths. The archons became greedy for more splendid monuments to their greatness. Some believed the grandest testaments to their glory were being denied them by their servants' unremarkable forms. So the archons performed dark rituals, robbing the power of ancient, slumbering giants and using it to transform their servants. This primal energy granted the archons' agents numerous limbs-the better to raise the archons' monuments and fortresses.
Yet many of the transformed giants refused to be part of the archons' war machine. Seeking to escape their masters, they fled into the wilderness. The furious archons' magic pursued them, cursing them with an endless will to create, but no one to create for and none who would ever appreciate or use the art and architecture they created.
Source: Mythic Odysseys of Theros





