TEXT: EN World EN5IDER | Giants of Legend
  EN World EN5IDER | Giants of Legend
   
  writing Artem Serebrennikov
   color art Sade
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  M
  onstrous Menagerie 
  presents new and 
  fantastic creatures with which 
  Game Masters of all levels of 
  experience can populate their 
  campaign worlds. The creatures 
  found within these pages may 
  be beneficent or malign, horrific 
  or wondrous, but all are sure to 
  astound your players.
   With this article, you can 
  challenge your players with 
  unusual giants inspired by little-
  known myths and legends of 
  real-world cultures.
  Monstrous Menagerie
  giants of
  LEGEND
  
  Giants of Legend | EN World EN5IDER
  Giants of Legend | EN World EN5IDER
  Endriago
  Origins: The endriago is based on a monster from 
  Amadís de Gaula, a 16th-century Spanish chivalric 
  romance.
   The endriago appears as a 19-foot tall, upright, 
  vaguely humanoid creature with many bestial 
  features. Its skin is covered in scales and sea-
  shells; its head resembles that of an enormous 
  lion; its arms end in claws similar to the talons of 
  a gigantic bird of prey; and it sports a pair of bat-
  like wings covered in coarse hair.
   Blasphemous Births. The origin of the 
  endriagos is not well understood, but most 
  sages agree their creation is related to some 
  terrible transgression made by giants of ages 
  past, and related to their millennia-old conflict 
  with dragons—perhaps the result of a magical 
  transformation intended to create a superior 
  warrior. A minority opinion is that the existence 
  of endriagos is a part of some divine plan to unite 
  giants and dragons by creating hybrid creatures 
  that are deadly to both of them. Whatever their 
  true origins, endriagos have been born in giant 
  families in sufficient numbers to have bred true 
  and multiplied; rumors of new endriagos born to 
  giants sprout from time to time.
   Hateful Devastators. Although endriagos 
  require little food, they kill other creatures 
  out of pure spite, invading civilized areas and 
  depopulating entire regions. They inhabit far-
  off corners of the world, but embark upon great 
  journeys to seek out and slaughter new creatures. 
  Endriagos are unsophisticated but ruthless and 
  fearsome combatants, capable of challenging 
  opponents on land, at sea, and in the air. An 
  endriago’s most fearsome ability is its noxious 
  breath, a miasma that withers plants and poisons 
  the air itself, leaving the area they devastate 
  completely uninhabitable for years to come.
  Endriago
  Huge giant, chaotic evil 
  Armor Class 19 (natural armor)
  Hit Points 175 (14d12 + 84) 
  Speed 50 ft., fly 30 ft., swim 30 ft.
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7)  13 (+1) 
  23 (+6) 
  6 (–2)  
  15 (+2) 
  7 (–2) 
  Saving Throws Dex +6, Con +11, Wis +7, Cha +3
  Damage Immunities necrotic, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 12
  Languages understands Draconic and Giant but does 
  not speak
  Challenge 14 (11,500 XP)
  Stench. Any creature that starts its turn within 10 feet 
  of the endriago must succeed on a DC 19 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature is 
  immune to the endriago’s stench for 24 hours.
  ACTIONS
  Multiattack. The endriago makes three attacks: one 
  with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 23 (3d10 + 7) piercing damage plus 3 (1d6) 
  poison damage and 3 (1d6) necrotic damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 17 (3d6 + 7) slashing damage.
  Noxious Breath (Recharge 5–6). The endriago exhales 
  fumes of noxious smoke in a 30-foot cone. Each 
  creature in that area must make a DC 19 Constitution 
  saving throw, taking 28 (8d6) poison and 28 (8d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  
  EN World EN5IDER | Giants of Legend
  EN World EN5IDER | Giants of Legend
  human-sized combatants, and have shown their 
  magnanimity on multiple occasions by giving 
  their rivals a head start, the benefit of the first 
  strike, or other favors. They excel in non-lethal 
  duels, tournaments, and other forms of ritualized 
  combat, and try to avoid bloodshed or violent 
  conflict. However, the ferragut despise those who 
  resort to subterfuge or overt aggression, and can 
  be fearsome opponents if provoked.
  Ferragut
  Large giant, neutral good
  Armor Class 20 (plate armor, shield)
  Hit Points 85 (9d10 + 36) 
  Speed 40 ft.
  STR 
  22 (+6) 
  DEX 
  10 (+0) 
  CON 
  19 (+4) 
  INT 
  14 (+2) 
  WIS 
  15 (+2) 
  CHA 
  16 (+3) 
  Saving Throws Dex +3, Wis +5
  Skills Animal Handling +5, Athletics +9, Persuasion +6
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Giant
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The ferragut’s spellcasting ability 
  is Charisma (spell save DC 14). It can innately cast the 
  following spells, requiring no material components:
  3/day each: bane, branding smite, divine favor
  1/day each: find steed (can only summon a giant 
  destrier)
  Joust. If the ferragut is mounted and moves at least 
  20 feet straight toward a target and then hits it with 
  a lance attack on the same turn, the target takes an 
  extra 14 (4d6) piercing damage. 
  ACTIONS
  Multiattack. The ferragut makes two longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 15 (2d8 + 6) slashing damage, or 17 
  (2d10 + 6) slashing damage if used with both hands.
  Lance. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 19 (2d12 + 6) piercing damage. This attack 
  has disadvantage if the enemy is within 5 feet of the 
  ferragut and the ferragut isn’t mounted.
  Javelin. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. 
  Hit: 13 (2d6 + 6) piercing damage.
  Ferragut
  Origins: The ferragut is based on a character 
  featured in numerous French and Italian chivalric 
  romances and poems. The ferragut is pictured on 
  the first page of this article.
   A ferragut resembles a powerful and athletic 
  8-foot tall human with reddish skin, clad in 
  shining and ornate plate armor and mounted on 
  enormous armor-clad horse 12 feet at the shoulder.
   Mysterious Knights-Errant. The ferragut have 
  only recently appeared in the world, and their 
  history, culture, and motivation are still largely 
  unknown. From the scant details that the ferragut 
  share themselves, it can be surmised that they 
  have lived for many centuries on a distant plane 
  of existence, indulging in savagery and barbarism. 
  One day, a valorous knight magically transported 
  to their world shared the virtues of honor, mercy, 
  and civilization with the ferragut, and, moved by 
  his example, the giants modeled their culture after 
  the loftiest ideals of chivalry. When a magical 
  tempest opened several portals to other worlds, 
  dozens of ferragut emissaries sallied forth, eager 
  to find and explore the plane where the knight 
  came from. Many sages question the veracity of 
  this story and the sincerity of the ferragut, but so 
  far they have been welcome guests in the cities 
  and castles of the world.
   Paragons of Chivalry. Endowed with 
  prodigious strength and mounted upon their 
  enormous steeds called giant destriers, the 
  ferragut realize the advantage that they have over 
  Giant Destrier
  A giant destrier has the same statistics as a 
  warhorse, with the following differences:
   
  ▶
  It is a Huge fey with challenge rating 3.
   
  ▶
  It has AC 18 (plate barding) and 51 hit points.
   
  ▶
  It has STR 22 (+6) and INT 7 (–2).
   
  ▶
  It understands Giant but does not speak.
   
  ▶
  It cannot be charmed or frightened while a fer-
  ragut is mounted on it or within its sight.
   
  ▶
  Its Trampling Charge DC is 16.
   
  ▶ The attack bonus of its hoof attack is +8, and it 
  deals 16 (3d6 + 6) bludgeoning damage. 
  
  Giants of Legend | EN World EN5IDER
  Giants of Legend | EN World EN5IDER
  Jentilak
  Origins: The jentilak is based on a creature from 
  Basque folklore.
   The jentilak are lean but hardy 8-foot tall 
  humanoids, with grayish skin, long, unkempt 
  dark hair, and milky-white eyes. Clad in skins of 
  cave bears, they wield gigantic garden tools such 
  as sickles, rakes, and scythes as weapons.
   Self-Fulfilling Prophecy. Legends tell that, 
  millennia ago, before the smaller races came into 
  being, the jentilak ruled over and highly empire 
  high in the mountains. Generous and noble, they 
  shared their achievements (such as metalworking 
  and agriculture) with humans, dwarves, halflings, 
  and other younger races. As the “smallfolk” 
  became more civilized and powerful, a nameless 
  but powerful jentilak oracle known simply as the 
  Soothsayer foretold that the smaller races would 
  ultimately supplant the jentilak. Rather than 
  fighting to postpone the inevitable, the soothsayer 
  commanded the giant race to abandon their cities 
  and withdraw to deep underground caves. 
   Underground Gardeners. In the deadly depths 
  of the underground world, the jentilak have 
  survived by leaving behind most of their civilized 
  ways, except for their mastery of agriculture. They 
  have adapted to grow strange fungi and bizarre, 
  unnatural plants that are nurtured by darkness 
  instead of sunlight. As a result, the jentilak 
  occupy a vital niche in the sunless realms, and 
  their strong sense of community and orderliness 
  helps them organize their defenses and protect 
  their gardens from encroachment. However, the 
  descendants of the original Soothsayer (also called 
  soothsayers) still dominate their society, with 
  each jentilak clan having a one as a leader. Their 
  pronouncements are followed religiously, and 
  their bizarre divination rituals determine how the 
  jentilak treat outsiders, especially from the world 
  above. Some clans might uphold the ancient 
  tradition of sharing everything with “smallfolk”, 
  others might murder or enslave them. A tiny 
  but growing minority questions the wisdom of 
  following the sayings of an ancient oracle and 
  plans to return to the surface.
  Jentilak
  Large giant, lawful neutral (50%) or lawful evil (50%)
  Armor Class 14 (hide armor)
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft.
  STR 
  19 (+4) 
  DEX 
  15 (+2) 
  CON 
  16 (+3) 
  INT 
  15 (+2) 
  WIS 
  17 (+3) 
  CHA 
  10 (+0) 
  Skills Nature +4, Perception +5, Stealth +4
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 15
  Languages Common, Deep Speech, Giant
  Challenge 3 (700 XP)
  Pack Tactics. The jentilak has advantage on an attack 
  roll against a creature if at least one of the jentilak’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Sunlight Sensitivity. While in sunlight, the jentilak has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  ACTIONS
  Scythe. Melee Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 13 (2d8 + 4) slashing 
  damage.
  Rock. Ranged Weapon Attack: +6 to hit, range 60/240 
  ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.
  Panoptes
  Origins: The panoptes is based on a creature 
  from Greek mythology and reviles the fomorians, 
  creatures derived from Celtic mythology.
   Standing 15 feet tall, the panoptes resembles a 
  perfectly proportioned gigantic human, its body 
  covered with dozens upon dozens of eyes that 
  constantly stare and blink.
   Transformed Humans. The most widespread 
  account of how the panoptes came to be claims 
  that they once were humans, enslaved and 
  magically warped by a mysterious underground 
  race. They share a common history of bondage 
  and magical transformation with fomorians; 
  however, while the latter are misshapen and 
  revolting, the panoptes are stately and handsome. 
  The two giant races loathe each other passionately 
  and engaged in never-ending warfare. 
  
  EN World EN5IDER | Giants of Legend
  EN World EN5IDER | Giants of Legend
   Sworn Guardians. A panoptes eats as much in 
  a century as a human does in a day; this quality, 
  coupled with their ever-wakefulness, unmatched 
  eyesight, prodigious strength, and a binding sense 
  of duty, makes them ideal guardians.
   Even though the race that created them has 
  vanished long ago, the giants have either offered 
  their services to other masters or still keep watch 
  over long-forgotten treasure vaults, waiting to 
  be released from their service. Their multitude 
  of eyes produces an unnerving and exhausting 
  effect in foes that dare approach them, and their 
  powerful fists make short work of enemy melee 
  combatants.
  Panoptes
  Huge giant, lawful neutral 
  Armor Class 17 (natural armor)
  Hit Points 161 (14d12 + 70) 
  Speed 40 ft.
  STR 
  23 (+6) 
  DEX 
  11 (+0) 
  CON 
  20 (+5) 
  INT 
  14 (+2) 
  WIS 
  19 (+4) 
  CHA 
  17 (+3) 
  Skills Perception +14
  Condition Immunities blinded, frightened
  Senses darkvision 120 ft., truesight 120 ft., passive 
  Perception 24
  Languages Common, Deep Speech, Giant
  Challenge 10 (5,900 XP)
  Magic Resistance. The panoptes has advantage 
  on saving throws against spells and other magical 
  effects.
  Stare of a Hundred Eyes. If a creature starts its turn 
  within 30 feet of the panoptes and the two of them 
  can see each other, the panoptes can force the 
  creature to make a DC 15 Charisma saving throw if the 
  panoptes isn’t incapacitated. On a failed save, it takes 
  22 (4d10) necrotic damage and gains one level of 
  exhaustion, or taking half damage and no exhaustion 
  on a successful save. A creature that isn’t surprised 
  can avert its eyes to avoid the saving throw at the 
  start of its turn. If it does so, it can’t see the panoptes 
  until the start of its next turn, when it can avert its 
  eyes again. If it looks at the panoptes in the mean-
  time, it must immediately make the save. A panoptes 
  isn’t affected by its gaze if it sees its own reflection 
  and can suppress or resume the effects of its gaze as 
  a bonus action.
  Wakeful. While half of a panoptes’ eyes are asleep, the 
  other half is always awake. 
  ACTIONS
  Multiattack. The panoptes makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Eye Ray. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 27 (5d10) force damage.  e
  Jentilak Soothsayers
  A soothsayer has the same statistics as a common 
  jentilak, with the following changes:
  ▶
  It has challenge rating 4 (1,100 XP).
  ▶
  It has 100 hit points and CHA 17 (+3).
  ▶
  It has a +7 bonus on Charisma (Persuasion) and 
  Charisma (Intimidation) checks.
  ▶
  It has the Magic Resistance trait (advantage on 
  saving throws against spells and other magical 
  effects) and the Spellcasting trait (see below). 
  Spellcasting. The soothsayer is a 7th-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 13, +5 to hit with spell attacks). 
  The soothsayer has the following cleric spells 
  prepared: 
  Cantrips (at will): resistance, spare the dying, 
  thaumaturgy 
  1st level (4 slots): command, cure wounds, detect 
  magic, sanctuary 
  2nd level (3 slots): augury, spiritual weapon, zone 
  of truth
  3rd level (3 slots): clairvoyance, speak with dead, 
  spirit guardians
  4th level (1 slot): divination
  
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