TEXT:  
  HABITATION OF THE  
  STONE GIANT LORD 
    
  by Gaius Stern 
    
   
   
   
   
   
   
   
  G1.5 
  A 5th Edition adventure for  
  13th-level characters.  
  
  2 | P a g e  
   
   
  HABITATION OF THE  
  STONE GIANT LORD 
   by Gaius Stern 
   
    
   
   
  Converted by Michael J. Tresca 
   
   
  
  P a g e  | 3 
  TABLE OF CONTENTS 
   
  Table of Contents .......................................................................................................................................................................................... 3 
  Foreword ....................................................................................................................................................................................................... 4 
  Introduction ................................................................................................................................................................................................... 6 
  Outpost Blacter ............................................................................................................................................................................................. 7 
  Level #1 ...................................................................................................................................................................................................... 16 
  Level #2 ...................................................................................................................................................................................................... 37 
  Level #3 ...................................................................................................................................................................................................... 54 
  Rock Giant .................................................................................................................................................................................................. 63 
   
   
   
   
  
  4 | P a g e  
   
  FOREWORD 
   
  TIM HUTCHINGS 
  I was introduced to the Habitition of the Stone Giant Lord in 2012 when the manuscript was donated to the archive by a game 
  collector who goes by the pseudonym Scribe of New York City. The illustrations are raw and clumsy, and you can practically 
  feel the typewriter keys beating every typo into the page, but the youthful energy and dedication that it took to produce The 
  Habitition still astonish. 
  I managed to track down the author, G.J. Caesar, whose real name is Gaius Stern; he teaches at the University of California - 
  Berkeley. Gaius wrote and illustrated this adventure when he was fourteen years old in 1982, and he wants me to make sure to 
  state that fact loudly and clearly so we all know that the grammar and spelling errors of young Gaius are not those of 
  contemporary Gaius. 
  Gaius was surprised that this manuscript survived: “I had assumed that my mother thrown these things away in a garbage can 
  circa 1987. There was a lot more but they will never be seen again, I suspect.” 
  Which is heartbreaking. So much work and effort created these fantastic things, now lost. Situations like this are why I created 
  the Play Generated Map and Document Archive. PlaGMaDA collects and preserves gaming ephemera created for or during 
  actual game play. Used character sheets, game maps, manuscripts, notes and scribbles: any mark made on paper is fair game. The 
  conceit of the archive is that game ephemera are a sort of folk art, and have a value both aesthetic and academic. Such items 
  usually wind up in trash bins, but PlaGMaDA aims to interrupt that process and preserve these items for the future. 
  PlaGMaDA depends on donations of ephemera from people like you, and people like your old gaming buddies who don’t play 
  anymore. Rather than throw something away, donate it to the collection. Email collections@plagmada.org to set the process in 
  motion; it’s simple and free. All papers donated to the archive are scanned and placed in the online, public archive so that you 
  can access them forever; the originals go into the archives at The Strong National Museum of Play in Rochester, New York. 
  Archivists there ensure that your documents will be around for a long, long time. Throw nothing away—donate it all to the 
  archive. 
  And if you like The Habitition of the Stone Giant Lord, please dig around and find your own adventures to contribute to future 
  editions. Contact us at collections@plagmada.org. 
  --Originally published in "Habitition of the Stone Giant Lord and other adventures from our shared youth"  
   
  JON PETERSON 
  The Habitition of the Stone Giant Lord (1981) positions itself as an incremental addition to the 1978 “Against the Giants” 
  modules: its cover calls it “G22”, presumably a second iteration of G2. It is however focused on stone giants rather than the frost 
  giants of G2, and it moreover introduces a new type of giant, the “rock giant.” From studying the text, we learn that the author 
  had previously produced a second iteration of “G1,” the chief antagonists of which were hill giants named Bardol and Gagamelos 
  (see level 2, room 16), though unfortunately that work does not seem to have survived. 
  There are many overt respects in which the Habitition closely follows the precedent of the G series modules. It blends itself 
  into the narrative of the giants by involving Snurre, the fire giant king of G3, whose name appears in several places, and whose 
  likeness even graces a dart board in one of the rooms of the Habitition. On its first page, the Habitition provides a “Giant’s Bag 
  Contents” table which only slightly modifies the corresponding table in G1–G3: the Habitition rewords all entries slightly, 
  combines a couple, and removes sandals in favor of a “metal idol, magic,” but otherwise the list is identical. Where each TSR 
  giants module concludes with a postgraph of the form “This Ends the Expedition to the Glacial Rift of the Jarl,” the Habitition‘s 
  final line is “This Ends the Raid on the Habitation of the Stone Giant Lord.”  
  Overall, the Habitition follows the pattern of G3: it is a three-level dungeon with living quarters, kitchens, smithies, nurseries, 
  emissaries from other giant strongholds, jails, treasure rooms, and so on. Interspersed in the text are periodic illustrations of 
  different sizes that recall David C. Sutherland III’s incidental images in TSR’s modules. 
  While the Habitition challenges TSR’s authority by inserting itself into one of the company’s signature narratives, it 
  simultaneously embraces all of the trappings of that authority. It codes itself into the G series. The cover is clearly, if crudely, 
  drawn to the model of the monochrome design of TSR’s pre-1980 modules. It asserts a copyright in the name of “GJC Modules,” 
  a presumably fictitious company. It disguises itself as a product you might find in your local gaming store, granting it a quaint 
  and disarming appearance thirty years later. 
  --Originally published in "Habitition of the Stone Giant Lord and other adventures from our shared youth"  
   
   
  
  P a g e  | 5 
   
  MIKE TRESCA 
  I was one of the original supporters of Tim's Kickstarter that released Habitition to the public. I love this adventure -- fourteen-
  year-old me could easily have written it -- and planned to use it in a Fifth Edition Dungeons & Dragons campaign with my own 
  kids.  
  I attempted to preserve much of the spirit of the adventure in its original form while updating it to Fifth Edition rules. I also 
  corrected several spelling errors -- including the title, corrected to "Habitation" to distinguish it from the original. I gave some of 
  the more powerful monsters names. I also changed the dragons so they were a bit more within the power structure of the rest of 
  the challenges in the dungeon levels.  
  Habitation of the Stone Giant Lord is meant to be a sequel to the first adventure in the G series, G1: Steading of the Hill 
  Giant Chief. To fit it in with the adventure that came afterward, G2: The Glacial Rift of the Frost Giant Jarl, I numbered this 
  adventure G1.5.  
  This is an old-school adventure, which means not a lot of detail is spent on explaining why certain creatures are together. Some 
  may be persuaded not to fight at all, while others have specific triggers that will enrage them (like their children being harmed). 
  This adventure puts the PCs in morally gray areas and let them deal with the consequences. Be warned that unscrupulous PCs 
  will be quickly tested.  
  Please note that this adventure features art from other sources. The only original art from the adventure, drawn by Gaius, is on 
  page 2.  
  I reproduced the maps as faithfully as possible. It's worth bearing in mind that this is a giant compound, and therefore 
  everything is substantially larger. In some cases, not all the creatures can fit comfortably. Use your discretion as appropriate, or if 
  need be double the scale to 20 feet per square.  
  Finally, I added a reference to Haayon the Punisher, which ties the cloud giant in this adventure to Princes of the Apocalypse. 
  This adventure was originally going to be used as a connection (Haayon got away, so this is where he ended up in our campaign). 
  Feel free to switch him out with another cloud giant. We never got the chance, but now that effort lives on -- Gaius, Tim's, and 
  mine -- and I'm hopeful it brings back memories of your own adventures!  
   
  DISCLAIMER 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, 
  Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in 
  the USA and other countries. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission 
  under the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2019 by Gaius Stern and published under the Community Content 
  Agreement for Dungeon Masters Guild. 
   
   
  
  6 | P a g e  
   
  INTRODUCTION 
   
  BACKGROUND 
  Pinpointed on maps is the dwelling of the terrible stone 
  giants. It is known that these giants carry a map to other 
  giant locations. These giants like bears, and they have an 
  alliance with the fearsome rock giants. If the adventurers 
  return without sufficient evidence of kills, they may be 
  hanged or similarly executed...  
   
  START 
  After a few words of advice from the only survivor of a 
  raid made 15 years ago (who is a cripple, as he got hit by a 
  rock by a giant), the party sets out. The inn in a near-by 
  town will provide room and board, as this is a spot the 
  giants raid every once in a while, provisions are free. A 
  final word, says an elder, the giants have spies all around. 
  Trust no one. 
  The villagers all pitched in to buy (rent) a room in the 
  best inn around town, The Steaming Whale. 
   
  NOTES FOR THE DM 
  There are spies everywhere, even in the 'Whale. A pretty 
  barmaid will question the party about where they are going. 
  She is really a succubus in the employ of the stone giants. 
  After she pumps as much information as she can, she will 
  mysteriously disappear. The head barmaid will announce 
  she quit and left.  
  In reality she left for the north to tell the other giants of 
  the plans of the party. Almost all of the stone giants have 
  nets and bears. These are stronger and bigger giants than 
  the hill giants and their leader is better. If the party leaves 
  the habitation, traps, newly equipped outposts, and more 
  giants will be waiting for the party on their return.  
  The stone (and the rock) giants were the last to join in 
  and sign Snurre's pact, so if ultimate destruction is brought 
  on them, they will pull out of the plan to destroy the 
  humans. Contrary to reports, the stone giants only 
  participated in the raids. Even then they didn't do as much 
  destruction as the hill giants. No stone giant led any attacks 
  as is believed by most. Nevertheless, if they see armed 
  invaders, they won't stand around. They will fight. 
   
  GIANT'S BAG CONTENTS  
  Roll for 1d4+1 items. 
   
  1d100 
  Giant Bag Contents 
  1-3 
  Old axe blade, hand chopper 
  4-20 
  1d4 small rocks and a horn 
  21-22 
  Bowl and tin spoon 
  23'-24 
  Various bent brass items 
  25-26 
  1d6 caltrops (roll again) 
  27-28 
  Hard moldy cheese, stinking 
  29-33 
  Shabby wool or fur cloak 
  34-35 
  Bone comb and hair pins 
  36-43 
  Iron cooking pot (reroll) 
  44-47 
  Knife and sandals 
  48-53 
  Linens, soiled, patched 
  54-60 
  1d2 meat haunches 
  61-64 
  1d4*100 copper pieces 
  65-67 
  2d4*10 silver pieces 
  68-69 
  1d4*10 gold pieces (reroll) 
  70-76 
  Pelt, fur, worthless, mangy 
  77-83 
  1d12*10-foot rope, coil, strong 
  84-85 
  Bag or box of salt 
  86-94 
  Skin, water or wine (reran) 
  95-98 
  Metal idol, magic 
  99-00 
  Teeth or tusks, no value 
   
   
   
  
  P a g e  | 7 
   
  OUTPOST BLACTER 
  Each square = 10 ft. 
   
   
   
  
  8 | P a g e  
   
  1. GUARD ROOM (700/350) 
   
  A stone giant, and his pet cave bear are standing as 
  guards.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
    
   
  The bear will try to wake his master by growling. 
   
  CAVE BEAR 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
    
   
  2. GREEN DRAGON LAIR 
   
  A large green dragon rests here. 
   
  GREEN DRAGON (TIEMETH, LORD OF 
  THE GREEN) 
  Large dragon, lawful evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)  
  12 (+1)  
  17 (+3)  
  16 (+3)  
  13 (+1)  
  15 (+2)  
   
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5 
  Skills Deception +5, Perception +7, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., darkvision 120 ft., passive Percep-
  tion 17 
  Languages Common, Draconic 
  Challenge 8 (3900 XP) 
   
  Amphibious. The dragon can breathe air and water. 
   
  ACTIONS 
   
  Multiattack. The dragon makes three attacks: one with its 
  bite and two with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 4) piercing damage plus 7 
  (2d6) poison damage. 
  • 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
  Poison Breath (Recharge 5-6). The dragon exhales poison-
  ous gas in a 30-foot cone. Each creature in that area must 
  make a DC 14 Constitution saving throw, taking 42 (12d6) 
  poison damage on a failed save, or half as much damage 
  on a successful one. 
   
   
  Treasure: He does have a statue, of a powerful looking 
  dragon. It is silver, and worth 9,000 gp. 
   
   
  
  P a g e  | 9 
   
  3. STONE GIANT HOME 
   
  Six stone giants live here 
   
  Five are home the sixth is at room 1.  
   
  STONE GIANTS (5) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
    
   
  Treasure: Each giant wears a necklace with a jewel in it. 
  Jewels are worth 100 gp each. 
   
  4. FOOD STORAGE 
   
  Food and wine are kept here in this sort of storeroom. 
   
  5. ARMORY 
   
  Helmets, shields, and armor are kept here.  
   
  Treasure: There are ten helms, one of which is a helm of 
  initiative. 26 shields, and 29 suits of various armor. 
   
  HELM OF INITIATIVE 
  Wondrous item, uncommon (requires attunement) 
   
  Your Dexterity score is 19 while you wear this helm. It has 
  no effect on you if your Dexterity is already 19 or higher. 
   
   
  6. ARSENAL 
   
  A wide assortment of giant weapons lies here. 
   
   
  
  10 | P a g e  
   
  7. SUCCUBUS TRAP 
   
  The corridor eventually leads to the barmaid you spoke 
  to. She is tied up.  
   
  The succubus isn't tied up at all and can easily escape. 
  She bides her time, attempting to charm whomever she can. 
  If she fails at the entire party, she will attempt to slip away. 
   
  SUCCUBUS 
  Medium fiend (shapechanger), neutral evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1)  
  17 (+3)  
  13 (+1)  
  15 (+2)  
  12 (+1)  
  20 (+5)  
   
  Skills Deception +9, Insight +5, Perception +5, Persuasion 
  +9, Stealth +7 
  Damage Resistances cold, fire, lightning, poison; bludgeon-
  ing, piercing, and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Infernal, telepathy 60 ft. 
  Challenge 4 (1100 XP) 
   
  Telepathic Bond. The fiend ignores the range restriction on 
  its telepathy when communicating with a creature it has 
  charmed. The two don't even need to be on the same 
  plane of existence. 
  Shapechanger. The fiend can use its action to polymorph 
  into a Small or Medium humanoid, or back into its true 
  form. Without wings, the fiend loses its flying speed. Other 
  than its size and speed, its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn't trans-
  formed. It reverts to its true form if it dies. 
   
  ACTIONS 
   
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. 
  Charm. One humanoid the fiend can see within 30 feet of 
  it must succeed on a DC 15 Wisdom saving throw or be 
  magically charmed for 1 day. The charmed target obeys 
  the fiend's verbal or telepathic commands. If the target 
  suffers any harm or receives a suicidal command, it can re-
  peat the saving throw, ending the effect on a success. If 
  the target successfully saves against the effect, or if the ef-
  fect on it ends, the target is immune to this fiend's Charm 
  for the next 24 hours. The fiend can have only one target 
  charmed at a time. If it charms another, the effect on the 
  previous target ends. 
  Draining Kiss. The fiend kisses a creature charmed by it or 
  a willing creature. The target must make a DC 15 Constitu-
  tion saving throw against this magic, taking 32 (5d10 + 5) 
  psychic damage on a failed save, or half as much damage 
  on a successful one. The target's hit point maximum is re-
  duced by an amount equal to the damage taken. This re-
  duction lasts until the target finishes a long rest. The target 
  dies if this effect reduces its hit point maximum to 0. 
  Etherealness. The fiend magically enters the Ethereal Plane 
  from the Material Plane, or vice versa. 
   
   
  8. TROLL LAIR 
   
  This is the lair of four troll retainers. 
   
  The four trolls who live here are retainers of the stone 
  giants. 
   
  TROLLS (4) 
  Large giant, chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4)  
  13 (+1)  
  20 (+5)  
  7 (-2)  
  9 (-1)  
  7 (-2)  
   
  Skills Perception +2 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Keen Smell. The troll has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the start of 
  its turn. If the troll takes acid or fire damage, this trait 
  doesn't function at the start of the troll's next turn. The 
  troll dies only if it starts its turn with 0 hit points and 
  doesn't regenerate. 
   
  ACTIONS 
   
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  • 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
   
   
   
  
  P a g e  | 11 
   
  9. GNOME DELEGATION 
   
  Five gnomes live here. Each has a bed, a chest of clothes, 
  and a chair. 
   
  The gnomes are in the employ of the rock giants and do 
  not take kindly to intruders.  
   
  PRIEST 
  Small humanoid (gnome), neutral 
   
  Armor Class 13 (chain shirt) 
  Hit Points 23 (5d6 + 5) 
  Speed 25 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0)  
  10 (+0)  
  12 (+1)  
  13 (+1)  
  16 (+3)  
  13 (+1)  
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
   
  Divine Eminence. As a bonus action, the priest can expend 
  a spell slot to cause its melee weapon attacks to magically 
  deal an extra 10 (3d6) radiant damage to a target on a hit. 
  This benefit lasts until the end of the turn. If the priest ex-
  pends a spell slot of 2nd level or higher, the extra damage 
  increases by 1d6 for each level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its spell-
  casting ability is Wisdom (spell save DC 13, +5 to hit with 
  spell attacks). The priest has the following cleric spells pre-
  pared: 
  • 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  • 
  1st level (4 slots): cure wounds, guiding bolt, sanctu-
  ary 
  • 
  2nd level (3 slots): lesser restoration, spiritual 
  weapon 
  • 
  3rd level (2 slots): dispel magic, spirit guardians 
   
  ACTIONS 
   
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one tar-
  get. Hit: 3 (1d6) bludgeoning damage. 
   
   
  THUGS (3) 
  Small humanoid (gnome), neutral 
   
  Armor Class 11 (leather armor) 
  Hit Points 27 (5d6 + 10) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)  
  11 (+0)  
  14 (+2)  
  10 (+0)  
  10 (+0)  
  11 (+0)  
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated. 
   
  ACTIONS 
   
  Multiattack. The thug makes two melee attacks. 
  • 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 
  100/400 ft., one target. Hit: 5 (1d10) piercing damage. 
   
   
  DRUID 
  Small humanoid (gnome), neutral 
   
  Armor Class 11 (16 with barkskin) 
  Hit Points 22 (5d6 + 5) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0)  
  12 (+1)  
  13 (+1)  
  12 (+1)  
  15 (+2)  
  11 (+0)  
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic plus any two languages 
  Challenge 2 (450 XP) 
   
  Spellcasting. The druid is a 4th-level spellcaster. Its spell-
  casting ability is Wisdom (spell save DC 12, +4 to hit with 
  spell attacks). It has the following druid spells prepared: 
  • 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  • 
  1st level (4 slots): entangle, longstrider, speak with 
  animals, thunderwave 
  • 
  2nd level (3 slots): animal messenger, barkskin 
   
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludg-
  eoning damage, 4 (1d8) bludgeoning damage if wielded 
  with two hands, or 6 (1d8 + 2) bludgeoning damage with 
  shillelagh. 
   
   
   
   
   
   
  
  12 | P a g e  
   
  10. STONE GIANT LAIR 
   
  The room has two beds, a big straw pile for the bears, 
  two chests, and two chairs.  
   
  Two giants live here with their bears, who are home. 
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CAVE BEARS (2) 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages - 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  Treasure: Each bear has a copper collar, with two jewels 
  on each. Each collar is worth 850 gp. 
   
  11. GAME ROOM 
   
  A large table, a deck of few things, as well as four other 
  decks of cards, seven foldable chairs, and six balls, 10" in 
  diameter.  
   
   
   
  
  P a g e  | 13 
   
  12. STONE GIANT LAIR 
   
  This is the home of five Stone Giants, and the head of the 
  outpost is here visiting.  
   
  STONE GIANTS (6) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  13. STONE GIANT LAIR 
   
  Around the room lie six made beds, seven chairs, and 
  seven chests.  
   
  Five stone giants live here, one is home. With him is a 
  bear. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  CAVE BEAR 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages - 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
   
  
  14 | P a g e  
   
  Treasure: Each chest contains two bag items, and 1,600 
  sp. In the fifth bed, there is a potion of clairvoyance. A pile 
  of hides is in one corner. A pile of clothes in another. In the 
  pile of clothes are a pair of gauntlets of ogre power. Under 
  the hides is a +2 sling. 
   
  14. LEADER'S LAIR 
   
  This room contains the following furnishings: a large 
  bed, four chairs, and two chests. Also, there are two piles of 
  hides, a chest of drawers, and a hamper. A greatsword is on 
  the peg up on the walls.  
   
  The leader of the outpost lives here, with his pet, a 
  chimera. 
   
  CHIMERA 
  Large monstrosity, chaotic evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)  
  11 (+0)  
  19 (+4)  
  3 (-4)  
  14 (+2)  
  10 (+0)  
   
  Skills Perception +8 
  Senses darkvision 60 ft., passive Perception 18 
  Languages understands Draconic but can't speak 
  Challenge 6 (2300 XP) 
   
  ACTIONS 
   
  Multiattack. The chimera makes three attacks: one with its 
  bite, one with its horns, and one with its claws. When its 
  fire breath is available, it can use the breath in place of its 
  bite or horns. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
  • 
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) bludgeoning damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
  Fire Breath (Recharge 5-6). The dragon head exhales fire in 
  a 15-foot cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 31 (7d8) fire damage on a 
  failed save, or half as much damage on a successful one. 
   
   
  Treasure: The sword on the wall is a frost brand 
  greatsword (to giants it is a longsword). The chimera wears 
  a collar under its lion mane studded with seven gems worth 
  8,000 gp each. Invisible behind the first pile of hides there 
  is a pile of 10,020 gp. A scroll of 5 scrolls is in his top 
  drawer. The spells can be from 1-8 level. A fiend slayer 
  dagger (to Medium-sized creatures it is a longsword) is in 
  the second pile of hides. In the chest of drawers, second 
  from the top, there is a pair of boots of elvenkind, and a 
  ring of invisibility. All of the drawers contain clothes. In 
  each chest, there are two bag items.  
   
  FIEND SLAYER 
  Weapon (any), rare 
   
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon. When you hit a fiend with this weapon, 
  the fiend takes an extra 3d6 damage of the weapon’s type.  
   
   
  15. REC ROOM 
   
  This is a sort of recreation room. Here two Stone giants 
  are playing a game of darts. A pool table is in the room, so 
  is a deck of cards scattered on the floor.  
   
  Also, the target for the dart game is a wooden dummy of 
  Antipar! On the wall, there are 4 pictures.  
  • 
  #1 is of the two giants Nosra and Bardol,  
  • 
  #2 is of Tregis and Lastri.  
  • 
  #3 is of the Frost Giant Jarl 
  • 
  #4 is of Snurre making a chart of the northern Greek 
  cities. 
   
   
  
  P a g e  | 15 
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  16. TROPHY ROOM 
  This is a trophy room. Half-a-dozen tables are littered 
  with pieces of humanoids. 
   
  17. BEDROOM 
   
  The room has two beds, two chests, and two chairs.  
   
   
  
  16 | P a g e  
   
  LEVEL #1  
  Each square = 10 ft. 
  
  P a g e  | 17 
   
  WANDERING MONSTERS 
   
  Wandering monsters occur on 1 on a d8. 
   
  1d4 
  Wandering Monster 
  1. 
  2-5 kids walking a bear  
  2. 
  1-4 Stone giants, 4 is a Rock.  
  3. 
  2-4 Stone giantesses 
  4. 
  2 patrolling S. Giants/Ettin 
   
  1. GUARD ROOM 
   
  A stone giant and two ogres act as guards. 
   
  These are guards, and won't attack, unless attacked first.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  OGRES (2) 
  Large giant, chaotic evil 
   
  Armor Class 11 (hide armor) 
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  8 (-1)  
  16 (+3)  
  5 (-3)  
  7 (-2)  
  7 (-2)  
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Giant 
  Challenge 2 (450 XP) 
   
  ACTIONS 
   
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage. 
   
   
  Treasure: The ogres have 1 item in their bags. 
   
   
   
  
  18 | P a g e  
   
  2. GUARD ROOM 
   
  A stone giant is standing at the second door, with an axe 
  in his hand.  
   
  He has a button gizmo which releases a concealed pit 
  ahead of the door. Again, this giant won't attack, unless he 
  is attacked. But if he is charged, he will press his button 
  and pit his assailant.  
  A successful DC 15 Wisdom (Perception) check discerns 
  an absence of foot traffic over the section of floor that 
  forms the pit’s cover. A successful DC 15 Intelligence 
  (Investigation) check is necessary to confirm that the 
  trapped section of floor is actually the cover of a pit. 
  The pit trap swings open like a trapdoor, causing the 
  intruder to spill into the pit below. The pit is 20 feet deep, 
  inflicting 2d6 bludgeoning damage to anyone who is 
  standing on it.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: He carries bag contents 74 and 00. He is fat as 
  an ox. He is also ugly. 
  3. GUARD ROOM 
   
  A stone giant is sleeping here. 
   
  There is a 42% chance that the fight at room 2 will wake 
  him un. If so, there is a 54% chance he will rush in to help. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
  
  P a g e  | 19 
   
  4. GIANT LORD'S LAIR 
   
  The giant Lord and his wife sleep and live here. The 
  furniture consists of his steep bed, two benches, a file 
  cabinet, two large chests of drawers, a four-drawer desk, 
  seven chairs and stools, and 12 hides, mostly tiger.  
   
  Anyone with 74 hp lying on his bed will fall asleep as per 
  a 4th-level sleep spell. Starting with the creature that has 
  the lowest current hit points, each creature affected by this 
  spell falls unconscious until the spell ends, the sleeper takes 
  damage, or someone uses an action to shake or slap the 
  sleeper awake. Subtract each creature’s hit points from the 
  total before moving on to the creature with the next lowest 
  hit points. A creature’s hit points must be equal to or less 
  than the remaining total for that creature to be affected. 
  Treasure: On a shelf are several figurines of wondrous 
  power: bronze griffon, ebony fly, ivory goats, and a marble 
  elephant. Under the bed is a barrel. In the barrel, 1/4 gone, 
  is lots of mead. In his file cabinet are various maps and 
  charts. In the second drawer, they have stored a rotten fish, 
  and many papers, amongst them, Snurre's pact, which 
  Tregis signed only a short time in the past. The third drawer 
  contains a potion of animal friendship under Tregis' birth 
  certificate. Amongst the clothes is a robe of blending. 
  There are two different hides, a unicorn and an Irish Deer. 
  In the chests of drawers, Clatus placed clothes, and in the 
  bottom drawer is a frost brand.  
  • 
  In the first drawer of the desk, there is a pure silver 
  horn, a cubit long, worth 1,084 gp as well as 2 rocks, 
  and an ivory tusk, worth 1d4*100 gp. 
  • 
  The second drawer is full of elf feet and toes. Also at 
  the bottom is a ring of animal influence. There is no 
  blood.  
  • 
  The third drawer in empty, except a 2-5 gp gem.  
  • 
  The fourth drawer has about a dozen bone scroll cases. 
  All but the fifth are empty. The fifth is a protection 
  from evil. Four of the daggers have Nystul's magic 
  aura.  The fifth dagger is really a dagger of venom. 
  There is also a sixth dagger which is invisible, but not 
  magical.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  5. GAME ROOM 
   
  The room contains 8 beds, 4 stools, 5 chairs, a poker 
  table, and deck of cards. 
   
  Eight stone giants live here. Only one is here, as his duty 
  for the day has been served. He is strong but not too smart.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: In the seventh bed mattress is 3,751 cp. 
   
   
  
  20 | P a g e  
   
  6. VISITOR'S ROOM 
   
  This is the visitor's room. Lasri's furnishings are: a large 
  bed for him, a cot for Juger, three chairs and benches, a 
  stool, an old clock, a table, and a three-drawer desk. 
   
  At present, the chief rock giant, Lasri, and his guard live 
  here. The guard Juger is present, and wide awake. Anyone 
  entering in Lasri's room is to be attacked. Juger isn't 
  surprised. 
   
  ROCK GIANT (JUGER) 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
  Treasure: In the first drawer is a bunch of papers and a 
  seven-foot-long belt with the word Ylik (Yie lick was 
  Lasri's father) on it written in giant. Any touching it who 
  pronounces the word will be transported to Lasri's home. In 
  the second drawer many things lie. Roll five times on the 
  giant bag contents chart omitting 61-69. Any food will be 
  inedible to humans. The third drawer contains about a 
  dozen small throwing rocks. Only one has any significance. 
  The sixth functions as a feign death spell scroll.  
   
  7. GUARD ROOM 
   
  Two stone giants stand guard.  
   
  The latter is Tregis' nephew. Both are assigned to attack 
  anyone, as only authorized giants are allowed here. 
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  
  P a g e  | 21 
   
  8. STONE GIANT BARRACKS 
   
  All four giants are on laying their beds. There is an 
  unplayed poker game on the table, five unmade beds (with 
  blankets on the floor), six stools and chairs, a desk, and a 
  clothes hamper. 
   
  Five stone giants live here, and four are home (the fifth is 
  in room 10). These giants have a soundproof door, so 
  anyone attempting to listen to the door will have 
  disadvantage on the check. The giant will be surprised if 
  the PCs enter stealthily. The giants will use the secret door 
  as escape. 
   
  STONE GIANTS (4) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: In the second bed, there is a 1,000 gp gem. 
  One of the stools is an illusioned box of treasures: an extra 
  healing potion, a wand of magic missiles, and a giant slayer 
  short sword. The desk contains 10 ep in the first drawer, 
  and a poison needle trap in the second.  
   
  POISON NEEDLE TRAP 
  Mechanical trap 
   
  A poisoned needle is hidden within the desk drawer. Open-
  ing the drawer without the proper key causes the needle 
  to spring out, delivering a dose of poison. When the trap is 
  triggered, the needle extends 3 inches straight out from 
  the lock. A creature within range takes 1 piercing damage 
  and 11 (2d10) poison damage and must succeed on a DC 
  15 Constitution saving throw or be poisoned for 1 hour. A 
  successful DC 20 Intelligence (Investigation) check allows a 
  character to deduce the trap’s presence from alterations 
  made to the lock to accommodate the needle. A successful 
  DC 15 Dexterity check using thieves’ tools disarms the trap, 
  removing the needle from the lock. Unsuccessfully at-
  tempting to pick the lock triggers the trap. 
   
   
  9. CLOSET 
   
  In the closet, hanging from a rod are various giant 
  garments, mostly torn. Also is a wood statue of a hill giant, 
  used as a daft target. 
   
  The secret door from eight leads to a closet. Behind the 
  concealed door is a corridor to area 10. 
   
   
  
  22 | P a g e  
   
  10. MAIN HALL GUARD 
   
  A stone giant acts as guard of the main hall.  
   
  He will charge out if there is a fight, surprising on a 1-4 
  on a d6. He has a shield and will attempt to blow a horn, 
  and then flee to room 8.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: His giant bag is in area 9. 
   
   
   
   
   
   
   
   
   
   
   
   
  11. GUARD ROOM 
   
  A pair of stone giant guards are here to see that no one 
  can get in to see the Lord as he is in a conference with 
  Tregis.  
   
  The two giants will not try to flee, for fear of being called 
  cowards. Though they will blow horns.  
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 20 (natural armor, chain mail, shield) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: These giants wear chain mail and shields, and 
  helms. 
   
   
   
  
  P a g e  | 23 
   
  12. THRONE ROOM 
   
  Tregis, and two stone giants, Lasri, and an advisor are 
  here. Tregis is sitting on a ivory throne, with a gold crown 
  with on his head and a silver scepter, and a electrum orb. 
  Lasri is sitting on a big oak chair, covered with pelts, with 
  his four wolves around him. 
   
  Tregis is a big, grey skinned fellow, with fangs, and no 
  hair. Lasri has green eves, black hair, and tight brown hide. 
  If there is a fight, there is a 45% chance they won't be 
  surprised, but will instead surprise their enemies, i.e. they 
  have a 45% chance of hearing the fight at room 11, and 
  surprising the party. Lasri brought four of his dire wolves 
  along.  
  If these giants don't hear the fight at room 11, or the party 
  entered from room 7, or room 13, Tregis will be sitting on a 
  ivory throne. The giants have a 60% chance of hearing a 
  fight at room 13, and a 15% chance of hearing a fight at 
  room 7.  
   
  TREGIS AND LASRI (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 162 (13d12 + 78) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  25 (+7)  
  9 (-1)  
  23 (+6)  
  10 (+0)  
  14 (+2)  
  13 (+1)  
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5000 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greataxe attacks or two 
  greatclub attacks. 
  • 
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
  • 
  Greatclub. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 29 (4d10 + 7) bludgeoning damage. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
  
  24 | P a g e  
   
  DIRE WOLVES (4) 
  Large beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 37 (5d10 + 10) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  17 (+3) 
  15 (+2)  
  15 (+2)  
  3 (-4)  
  12 (+1)  
  7 (-2)  
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages - 
  Challenge 1 (200 XP) 
   
  Keen Hearing and Smell. The wolf has advantage on Wis-
  dom (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 10 (2d6 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone. 
   
   
  Treasure: The crown (6,000 gp), scepter (2,500 gp) and 
  orb (2,000 gp). No one has any bags or money, but on a 
  table there is a bag of 988 gp as payment for Lasri's 
  services. 
   
  13. KITCHEN 
   
  This is the kitchen, and six stone Giantesses work here, 
  doing the normal kitchen chores.  
   
  If attacked, they will react violently. The first will throw 
  pots and pans before attacking in hand to hand. The second 
  will attack with a rolling pin, the third and fourth will throw 
  glasses (16 each, throw two each round) and the fifth and 
  sixth will use anything possible (most likely, cutting 
  knives). Eight gnolls are servants. 
   
  STONE GIANTESSES (6) 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two improvised weapon at-
  tacks. 
  • 
  Improvised Weapon. Melee or Ranged Weapon At-
  tack: +8 to hit, reach 10 ft. or 20/60 ft., one target. 
  Hit: 18 (3d4 + 5) bludgeoning damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  GNOLLS (8) 
  Medium humanoid (gnoll), chaotic evil 
   
  Armor Class 15 (hide armor, shield) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  14 (+2)  
  12 (+1)  
  11 (+0)  
  6 (-2)  
  10 (+0)  
  7 (-2)  
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnoll 
  Challenge 1/2 (100 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can take a 
  bonus action to move up to half its speed and make a bite 
  attack. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea-
  ture. Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 6 (1d8 + 2) piercing damage if used with two 
  hands to make a melee attack. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
   
   
   
  
  P a g e  | 25 
   
  14. BARRACKS 
   
  Around the room there is: seven bunks, nine stools and 
  benches (two broken), four chairs, two chests, four 
  dressers, and various clothes and hides on the floor. 
   
  Seven stone giants live here. Three are present with a 
  cave bear.  
   
  STONE GIANTS (3) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  CAVE BEAR 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages - 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  Treasure: Chest #1 contains marbles, in them is a pearl 
  of power. In the second chest, is a +2 broadsword, under a 
  pile of candles, 64 to be exact. The 37th candle is really a 
  candle of invocation. 
   
   
  
  26 | P a g e  
   
  15. TREASURE GUARD 
   
  The room has two chests, four coffers, and four trunks. 
   
  An ettin and a stone giant guard Tregis' treasure room. 
  The ettin has a button which will alert two rock giants and 
  four stone giants with a 45% chance of an ettin appearing 
  as well. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  ETTIN 
  Large giant, chaotic evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5)  
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1)  
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1100 XP) 
   
  Two Heads. The ettin has advantage on Wisdom (Percep-
  tion) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned and knocked un-
  conscious. 
  Wakeful. When one of the ettin's heads is asleep, its other 
  head is awake. 
   
  Multiattack. The ettin makes two attacks: one with its bat-
  tleaxe and one with its morningstar. 
  • 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
  • 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
   
   
  Treasure: Each chest is 2' by 1' by l', each coffer is .75' 
  by l' by 1/2', and each trunk is 2' by l' by l'. Together the 
  two chests hold 12,422 sp with a giant lizard in the second 
  chest (it attacks with surprise). The coffers hold 2,100 gp 
  pearls each, wrapped in silk. (5 sq. feet, worth 50 gp) Each 
  trunk has 1,619 worthless lead pieces (unless in Sparta). 
  linter that lie 864 gp per trunk. A 150 gp dark green gem 
  which is an alexandrite.  
   
  GIANT LIZARD 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 19 (3d10 + 3) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)  
  12 (+1)  
  13 (+1)  
  2 (-4)  
  10 (+0)  
  5 (-3)  
   
  Senses darkvision 30 ft., passive Perception 10 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
  get. Hit: 6 (1d8 + 2) piercing damage. 
   
   
   
   
  
  P a g e  | 27 
   
  16. KIDS' ROOM 
   
  The kids live here. Noise can be heard easily, shouts, 
  laughter, and so forth.  
   
  Four stone giantesses and presently 12 kids.  
   
  STONE GIANTESSES (4) 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  • 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 
  ft., one target. Hit: 21 (3d10 + 5) bludgeoning dam-
  age. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  STONE GIANT KIDS (12) 
  Large giant, neutral 
   
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  17 (+3)  
  10 (+0)  
  14 (+2)  
  7 (-2)  
  9 (-1)  
  10 (+0)  
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage if used with two hands. 
  Rock. Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: Each kid has 2-8 gp and the giantesses each 
  have 1-4 pp. 
   
   
  
  28 | P a g e  
   
  17. GUARD ROOM 
   
  The way to the second level is in this room. A stone giant 
  and a rock giant are here chatting about the good old days.  
   
  They are slightly tipsy as well as mournful. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
  ROCK GIANT 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
   
   
   
   
   
   
   
   
  
  P a g e  | 29 
   
  18. ROCK GIANT LAIR 
   
  The furnishings consist of ten bunks, two are made, a 
  illusion chest, a pair of clothes hampers, about a dozen 
  articles of clothing, and a trunk. 
   
  Eight male rock giants live here. Four are home, at this 
  guest room.  
   
  ROCK GIANTS (4) 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
  Treasure: The first carries nine gems, as his own. a chest 
  of bones is really an illusion of a pile of 2,442 gp, and the 
  pillow on the sixth bed is really a potion of heroism. In this 
  trunk there are 12 torches. Number 9 is a giantslayer 
  greatsword, and a +3 1ongsword is number 11. 
   
   
  
  30 | P a g e  
   
  19. STONE GIANT LAIR 
   
  The room furnishings are: beds, five chests of drawers, 
  eight chairs and stools, and a table. 
   
  Ten stone giantesses live here, but only a stone giant and 
  giantess are here. They are making love and will be 
  surprised on a 50% chance.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  STONE GIANTESS 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: 1,768 gp are on the table. 8,776 ep are under 
  the eighth mattress. 5,742 gp are in the top drawer of the 
  first chest of drawer. All other drawers are filled with 
  clothes. Note, the door is locked, and the top drawer is 8 
  feet off the ground. 
   
   
  
  P a g e  | 31 
   
  20. OGRE LAIR 
   
  There are six made beds, a pile of clothes, four chairs, 
  two stools, two tables, and a chest of drawers. 
   
  Two ogres and five stone giants live here. None are 
  home, but their pet cave bear is home. Though no one is 
  home, the bear will make noise. 
   
  CAVE BEAR 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  Treasure: In the sixth mattress, there is a bag of four 500 
  gp gems. Six 500 gp gems are on the cave bear's collar. 
  There are two 1,200 gp jewels in the second bed's frame 
  which is hollow. Under the third bed is a wood box of 
  potions. There are: 2 healing, an extra healing, mind 
  reading, invisibility, climbing, oil of etherealness, 
  clairvoyance, and water breathing. A giant skunk inhabits 
  the box, a pet to the ogres (it attacks with surprise, leading 
  off with its stench spray).  
   
  GIANT SKUNK 
  Medium beast, unaligned 
   
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., burrow 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  13 (+1)  
  10 (+0)  
  15 (+2)  
  2 (-4)  
  12 (+1)  
  5 (-3)  
   
  Senses darkvision 30 ft., passive Perception 11 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  Keen Smell. The skunk has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The skunk makes two attacks: one with its 
  bite and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 6 (2d4 + 1) slashing damage. 
  Stench (Recharge 6). The skunk fires a 15-foot cone of poi-
  son. Each creature in that area must succeed on a DC 10 
  Constitution saving throw or be poisoned until the start of 
  its next turn. On a successful saving throw, the creature is 
  immune to the skunk's Stench for 24 hours. 
   
   
   
   
   
   
   
   
   
   
  
  32 | P a g e  
   
  21. STONE GIANT LAIR 
  Six beds, two chairs, stools and benches, six chests of 
  drawers, a lamp, and a silver mirror are around. Like all the 
  rooms, there are hides on the bed, and there is a boar hide 
  on the floor as a rug. 
   
  Clatus' serving maids live here, six in all. Three are 
  home. Three cave bears act as pets. These are very clean 
  giantesses, and there is nothing on the floor.  
   
  STONE GIANTESSES (3) 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
  CAVE BEARS (3) 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  Treasure: Each present wears a necklace, with a 50 gp 
  gem in it. 8,001 cp are in a secret panel in the wall.  
   
   
  
  P a g e  | 33 
   
  22. GUARD ROOM 
   
  This room has a staircase which leads to the second 
  guard's room, and station.  
   
  There is a 50% chance that an ettin will stand as a guard. 
  He will make enough noise, so there is a 41% chance of the 
  giant at area 23 coming down to help. 
   
  ETTIN 
  Large giant, chaotic evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5)  
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1)  
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1100 XP) 
   
  Two Heads. The ettin has advantage on Wisdom (Percep-
  tion) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned and knocked un-
  conscious. 
  Wakeful. When one of the ettin's heads is asleep, its other 
  head is awake. 
   
  ACTIONS 
   
  Multiattack. The ettin makes two attacks: one with its bat-
  tleaxe and one with its morningstar. 
  • 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
  • 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
   
   
   
   
  
  34 | P a g e  
   
  23. STONE GIANT FAMILY 
   
  A stone giant, his wife, and his child live/work up here as 
  guards.  
   
  The guard will fight with the reckless condition if his 
  wife or child is attacked. He will give, nor accept any 
  quarter, but he will be willing to be kept here as hostage, 
  and have his wife and son set free. Of course, they will run 
  off and tell Tregis that an invasion is underway. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Reckless. If the stone giant's family is harmed, it gains ad-
  vantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until 
  the start of its next turn. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
   
   
   
   
  STONE GIANTESS 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  REACTIONS
  Shield. When a creature makes an attack against the stone 
  giant kid, the giantess grants a +2 bonus to the kid's AC if 
  she is within 5 feet of the kid. 
   
   
  
  P a g e  | 35 
   
  STONE GIANT KID 
  Large giant, neutral 
   
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  17 (+3)  
  10 (+0)  
  14 (+2)  
  7 (-2)  
  9 (-1)  
  10 (+0)  
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage if used with two hands. 
  Rock. Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
   
   
  
  36 | P a g e  
   
  24. STONE GIANT LAIR 
   
  The guard and his wife and child live in this room. A 
  double bed, and a small bed are neatly made. A chest of 
  drawers, a hamper, a table, and two chairs, a cupboard, a 
  lamp, and a pair of stools, provide the furnishings.  
   
  A giantess is here. If she is threatened, she will cover for 
  her child, and take as many blows, as not to let the child get 
  hurt. If at all possible, the child will bolt, and scream for 
  help. If the child is given a mortal hit he will give a scream, 
  which has a 6o% chance of being heard. Roll below to 
  determine who arrives. She won't ever surrender if her 
  child is killed. 
   
  1d100 
  Wandering Monster 
  1-20 
  1 ettin 
  41-60 
  1d4 stone giants and 1 rock giant 
  61-75 
  1d3 rock giants 
  76-95 
  1d4 stone giantesses and 1 stone giant 
  96-100 
  1d3 ettins 
   
  STONE GIANTESS 
  Huge giant, neutral 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
  REACTIONS
  Shield. When a creature makes an attack against the stone 
  giant kid, the giantess grants a +2 bonus to the kid's AC if 
  she is within 5 feet of the kid. 
   
   
  STONE GIANT KID 
  Large giant, neutral 
   
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  17 (+3)  
  10 (+0)  
  14 (+2)  
  7 (-2)  
  9 (-1)  
  10 (+0)  
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) 
  slashing damage if used with two hands. 
  Rock. Ranged Weapon Attack: +5 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 10 (2d6 + 3) bludgeoning 
  damage. 
   
  REACTIONS
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: 1-6 bags are in the double bed's mattress. 
  These bags contain 5,988 gp which have an illusion cast on 
  them to make the gold appear as copper until removed from 
  the room. She wears a necklace with 6 gems and a jewel, 
  worth 4,000 gp altogether. The necklace, being electrum is 
  worth 500 gp alone, altogether worth 1,500 gp if damaged. 
  Four 100 gp jewels are in the cupboard, behind some 
  plates. They break as soon as they go downstairs (worth 1/4 
  original value).  
   
   
  
  P a g e  | 37 
   
  LEVEL #2 
  Each square = 10 ft. 
  
  38 | P a g e  
   
  WANDERING MONSTERS 
   
  Encounter occurs 1 in 6 
   
  1d6 
  Wandering Monster 
  1 
  1 Ettin with 1-4 Giants 
  2 
  1-4 Rock Giants 
  3 
  2 visiting Fire Giants 
  4 
  1d4+1 S. Giantesess and a Stone or Rock Giant 
  5 
  A stone Giant walking a cave bear 
  6 
  2-4 Stone Giant guards 
   
  1.GUARD ROOM 
   
  There are two stone giants and one rock giant here. The 
  two stone giants act as guards.  
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greataxe. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) slashing damage. 
  Throwing Hammer. Ranged Weapon Attack: +9 to hit, 
  range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning 
  damage.  
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
   
  ROCK GIANT 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
   
  ACTIONS 
   
  Greataxe (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing dam-
  age. 
  Throwing Hammer (giant form only). Ranged Weapon At-
  tack: +6 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 
  4) bludgeoning damage.  
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
  The entrance from the first level (from room 17) is in this 
  room. Each giant has five items in his bag. All three giants 
  are armed with a throwing hammer and a battle axe. 
   
   
  
  P a g e  | 39 
   
  2. ETTIN BARRACKS 
   
  Around the room, there are four benches, five chairs, a 
  set of desks, a few papers on the floor, a dozen hides, four 
  chests and trunks, and a table. On the table there are three 
  items: a hunk of moldy cheese, a horn of water, and a 
  haunch of meat, which has spoiled. 
   
  Seven ettins live here. Four at the present are out. Each 
  ettin is on a bed, there are a total of 10 beds.  
   
  ETTINS (3) 
  Large giant, chaotic evil 
   
  Armor Class 12 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5)  
  8 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  8 (-1)  
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant, Orc 
  Challenge 4 (1100 XP) 
   
  Two Heads. The ettin has advantage on Wisdom (Percep-
  tion) checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned and knocked un-
  conscious. 
  Wakeful. When one of the ettin's heads is asleep, its other 
  head is awake. 
   
  ACTIONS 
   
  Multiattack. The ettin makes two attacks: one with its bat-
  tleaxe and one with its morningstar. 
  • 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
  • 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. 
   
   
  Treasure: In this haunch there are 2,500 gp gems which 
  the ettin forgot about. 
   
   
   
   
   
   
  3. JAIL 
  The general jail, the jail keeper, a rusty old frost giant is 
  enrolled in an argument with another frost giant, his 
  assistant who is saying he is stronger. A number of cells are 
  here.  
   
  FROST GIANTS (2) 
  Huge giant, neutral evil 
   
  Armor Class 15 (patchwork armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  9 (-1)  
  21 (+5)  
  9 (-1)  
  10 (+0)  
  12 (+1)  
   
  Saving Throws Con +8, Wis +3, Cha +4 
  Skills Athletics +9, Perception +3 
  Damage Immunities cold 
  Senses passive Perception 13 
  Languages Giant 
  Challenge 8 (3900 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two greataxe attacks. 
  • 
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 25 (3d12 + 6) slashing damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
   
   
   
  
  40 | P a g e  
   
  3I. CELL 
   
  A centipede is in this cell. 
   
  A half-elf fighter/thief is polymorphed into a centipede. 
  Also, there is an invisible rust monster who will charge out 
  in a fury.  
   
  GIANT CENTIPEDE 
  Small beast, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 4 (1d6 + 1) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (-3)  
  14 (+2)  
  12 (+1)  
  1 (-5)  
  7 (-2)  
  3 (-4)  
   
  Senses blindsight 30 ft., passive Perception 8 
  Languages - 
  Challenge 1/4 (50 XP) 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea-
  ture. Hit: 4 (1d4 + 2) piercing damage, and the target must 
  succeed on a DC 11 Constitution saving throw or take 10 
  (3d6) poison damage. If the poison damage reduces the 
  target to 0 hit points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
   
   
  RUST MONSTER 
  Medium monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 27 (5d8 + 5) 
  Speed 40 ft 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1)  
  12 (+1)  
  13 (+1)  
  2 (-4)  
  13 (+1)  
  6 (-2)  
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Invisibility. The rust monster is invisible. 
  Iron Scent. The rust monster can pinpoint, by scent, the lo-
  cation of ferrous metal within 30 feet of it. 
  Rust Metal. Any nonmagical weapon made of metal that 
  hits the rust monster corrodes. After dealing damage, the 
  weapon takes a permanent and cumulative -1 penalty to 
  damage rolls. If its penalty drops to -5, the weapon is de-
  stroyed. Nonmagical ammunition made of metal that hits 
  the rust monster is destroyed after dealing damage. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one tar-
  get. Hit: 5 (1d8 + 1) piercing damage. 
  Antennae. The rust monster corrodes a nonmagical ferrous 
  metal object it can see within 5 feet of it. If the object isn't 
  being worn or carried, the touch destroys a 1-foot cube of 
  it. If the object is being worn or carried by a creature, the 
  creature can make a DC 11 Dexterity saving throw to avoid 
  the rust monster's touch. If the object touched is either 
  metal armor or a metal shield being worn or carried, it 
  takes a permanent and cumulative -1 penalty to the AC it 
  offers. Armor reduced to an AC of 10 or a shield that drops 
  to a +0 bonus is destroyed. If the object touched is a held 
  metal weapon, it rusts as described in the Rust Metal trait. 
   
   
   
  
  P a g e  | 41 
   
  3II. CELL 
   
  A gem is in the far side of the cell.  
   
  An ochre jelly is on the ceiling about to drop on a victim.  
   
  OCHRE JELLY 
  Large ooze, unaligned 
   
  Armor Class 8 
  Hit Points 45 (6d10 + 12) 
  Speed 10 ft., climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)  
  6 (-2)  
  14 (+2)  
  2 (-4)  
  6 (-2)  
  1 (-5)  
   
  Damage Resistances acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, deafened, ex-
  haustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8 
  Languages - 
  Challenge 2 (450 XP) 
   
  Amorphous. The jelly can move through a space as narrow 
  as 1 inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, includ-
  ing upside down on ceilings, without needing to make an 
  ability check. 
   
  ACTIONS 
   
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 
  (1d6) acid damage. 
   
  REACTIONS 
   
  Split. When a jelly that is Medium or larger is subjected to 
  lightning or slashing damage, it splits into two new jellies if 
  it has at least 10 hit points. Each new jelly has hit points 
  equal to half the original jelly's, rounded down. New jellies 
  are one size smaller than the original jelly. 
   
   
  Treasure: The gem is only a 50 gp gem.  
   
  3III.  
   
  This cell is empty.  
   
  Treasure: An old bone is here. Otherwise, bone dry.  
   
   
  3IV. CELL 
   
  An earth elemental paces in this cell.  
   
  An enraged earth elemental with only one thought on his 
  mind, revenge. 
  .  
  EARTH ELEMENTAL 
  Large elemental, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (12d10 + 60) 
  Speed 30 ft., burrow 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  8 (-1)  
  20 (+5)  
  5 (-3)  
  10 (+0)  
  5 (-3)  
   
  Damage vulnerabilities thunder 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, petrified, poi-
  soned, unconscious 
  Senses darkvision 60 ft., tremorsense 60 ft., passive Per-
  ception 10 
  Languages Terran 
  Challenge 5 (1800 XP) 
   
  Earth Glide. The elemental can burrow through nonmagi-
  cal, unworked earth and stone. While doing so, the ele-
  mental doesn't disturb the material it moves through. 
  Siege Monster. The elemental deals double damage to ob-
  jects and structures. 
   
  ACTIONS 
   
  Multiattack. The elemental makes two slam attacks. 
  • 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) bludgeoning damage. 
   
   
   
   
  
  42 | P a g e  
   
  3V. CELL 
   
  An umber hulk paces in this cell. 
   
  An equally enraged umber hulk who is furious at anyone 
  even resembling a stone giant. 
  .  
  UMBER HULK 
  Large monstrosity, chaotic evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., burrow 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  13 (+1)  
  16 (+3)  
  9 (-1)  
  10 (+0)  
  10 (+0)  
   
  Senses darkvision 120 ft., tremorsense 60 ft., passive Per-
  ception 10 
  Languages Umber Hulk 
  Challenge 5 (1800 XP) 
   
  Confusing Gaze. When a creature starts its turn within 30 
  feet of the umber hulk and is able to see the umber hulk's 
  eyes, the umber hulk can magically force it to make a DC 
  15 Charisma saving throw, unless the umber hulk is inca-
  pacitated. On a failed saving throw, the creature can't take 
  reactions until the start of its next turn and rolls a d8 to de-
  termine what it does during that turn. On a 1 to 4, the 
  creature does nothing. On a 5 or 6, the creature takes no 
  action but uses all its movement to move in a random di-
  rection. On a 7 or 8, the creature makes one melee attack 
  against a random creature, or it does nothing if no creature 
  is within reach. Unless surprised, a creature can avert its 
  eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the umber hulk until the start 
  of its next turn, when it can avert its eyes again. If the crea-
  ture looks at the umber hulk in the meantime, it must im-
  mediately make the save. 
  Tunneler. The umber hulk can burrow through solid rock at 
  half its burrowing speed and leaves a 5 foot-wide, 8-foot-
  high tunnel in its wake. 
   
  ACTIONS 
   
  Multiattack. The umber hulk makes three attacks: two 
  with its claws and one with its mandibles. 
  • 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) slashing damage. 
  • 
  Mandibles. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage. 
   
   
   
   
  
  P a g e  | 43 
   
  4. GIANT LAIR 
   
  There are ten beds, six chairs, four stools, five benches, a 
  chest under each bed, and a pile of rocks in a corner. There 
  is a pile of gold in a different corner as well. 
   
  Eight rock giants are staying here. Two are here, visited 
  by a stone giant.  
   
  ROCK GIANTS (2) 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Greataxe (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing dam-
  age. 
  Throwing Hammer (giant form only). Ranged Weapon At-
  tack: +6 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 
  4) bludgeoning damage.  
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: The pile of gold is really a pile of dung. In 
  each chest there are clothes, and 450 ep. In the ninth chest, 
  there are 900 ep. In the tenth chest, a kobold will attack 
  with surprise whoever opens the chest.  
   
   
  
  44 | P a g e  
   
  KOBOLD BOSS 
  Small humanoid, lawful evil  
   
  Armor Class 22 (Dragon Scale Mail +1, +2 shield, +2 haste) 
  Hit Points 25 (6d6+3) 
  Speed 30ft  
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  13 (+1)  
  14 (+2) 15 (+2) 11 (+0) 11 (+0) 12 (+1)  
   
  Saving Throws Dexterity +2 (advantage) 
  Damage Resistances The Kobold Boss has resistance to a 
  damage type as indicated by his Dragon Scale Mail. 
  Senses darkvision 60ft; passive perception 12 
  Challenge 1 (200 XP) 
   
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated.  
  Sunlight Sensitivity. While in sunlight, the kobold has dis-
  advantage on attack rolls, as well as on Wisdom (Percep-
  tion) checks that rely on sight.  
   
  ACTIONS 
  Multiattack. The Kobold Boss makes three melee attacks; 
  two with its scimitar, and one with its dagger. 
  • 
  +2 Scimitar. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d6 + 5) slashing damage. 
  • 
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 3) piercing damage. 
  Javelin. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 3) piercing damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5. GUARD ROOM 
   
  Four stone giants stand guard here.  
   
  STONE GIANTS (4) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: Each has three items in his bag. 
   
   
  
  P a g e  | 45 
   
  6. GUARD ROOM 
   
  Two guards stand watch at either end of the hall.  
   
  If there is a fight, the second will run to help the first.  
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: These two Stone Giants only carry 1 gem, and 
  4-16 sp each. 
   
   
  
  46 | P a g e  
   
  7. FIRE GIANT LAIR 
   
  The fire giants were provided with a dozen cots, six 
  chests of drawers, a large table, six stools, four chairs, and 
  two benches. 
   
  11 Fire Giants are staying here; they may be out, as they 
  arrived yesterday and they want to inspect the habitation. 
  At least two are out. (the encounter table). Four are home. 
  Three hell hounds are here as well. 
   
  FIRE GIANTS (4) 
  Huge giant, lawful evil 
   
  Armor Class 18 (plate) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7)  
  9 (-1)  
  23 (+6)  
  10 (+0)  
  14 (+2)  
  13 (+1)  
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5000 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatsword attacks. 
  • 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 29 (4d10 + 7) bludgeoning damage. 
   
   
  HELL HOUNDS (3) 
  Medium fiend, lawful evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3)  
  12 (+1)  
  14 (+2)  
  6 (-2)  
  13 (+1)  
  6 (-2) 
   
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can't speak it 
  Challenge 3 (700 XP) 
   
  Keen Hearing and Smell. The hound has advantage on Wis-
  dom (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The hound has advantage on an attack roll 
  against a creature if at least one of the hound's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire dam-
  age. 
  Fire Breath (Recharge 5-6). The hound exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 12 
  Dexterity saving throw, taking 21 (6d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
   
   
  Treasure: Under each bed is a locked small locker. In 
  each locker is a 50 base value gem, which has increased to 
  100 gp. The sixth locker has a false bottom. A spell scroll 
  (arcane lock) is in a false bottom. In the 11th bed, under the 
  pillow, wrapped under the sheets is an arrow of golem 
  slaying. The bottom drawer of the fourth chest of drawers 
  has a giant scorpion and a web scroll. The giant scorpion 
  attacks with surprise. There is a dragonslayer broadsword 
  in a hollowed-out part of the table.  
   
  GIANT SCORPION 
  Large beast, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 52 (7d10 + 14) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)  
  13 (+1)  
  15 (+2)  
  1 (-5)  
  9 (-1)  
  3 (-4)  
   
  Senses blindsight 60 ft., passive Perception 9 
  Languages - 
  Challenge 3 (700 XP) 
   
  ACTIONS 
   
  Multiattack. The scorpion makes three attacks: two with 
  its claws and one with its sting. 
  • 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) bludgeoning damage, and 
  the target is grappled (escape DC 12). The scorpion 
  has two claws, each of which can grapple only one 
  target. 
  • 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 7 (1d10 + 2) piercing damage, and 
  the target must make a DC 12 Constitution saving 
  throw, taking 22 (4d10) poison damage on a failed 
  save, or half as much damage on a successful one. 
   
   
   
   
   
  
  P a g e  | 47 
   
  8. ADVISOR'S LAIR 
   
  The advisor to Tregis lives here. He has two stone giants 
  as guards. There are also two frost giants seeking advice 
  from the respected small mage.  
   
  Nartis is overconfident. If necessary, he will fireball 
  everyone, even his giants. Nartis wears a cloak of 
  displacement, he has a potion of greater healing, a level 5 
  spell scroll, a staff of the magi, and boots of levitation.  
   
  NARTIS 
  Medium humanoid (human), neutral evil 
   
  Armor Class 12 
  Hit Points 55 (10d8+30) 
  Speed 30 ft.  
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  8 (-1)  
  12 (+1)  
  15 (+2)  
  17 (+3)  
  13 (+1)  
  14 (+2)  
   
  Saving Throws Int +5, Wis +3 (advantage staff of the magi) 
  Skills arcana +10, history +8 
  Senses passive perception 11 
  Languages any four languages 
  Challenge 5 (1,800 XP) 
   
  Boots of Levitation: While Nartis wear these boots, he can 
  use an action to cast the levitate spell on himself at will. 
  Cloak of Displacement. While Nartis wears this cloak, it 
  projects an illusion that makes him appear to be standing 
  in a place near his actual location, causing any creature to 
  have disadvantage on attack rolls against him. If he takes 
  damage, the property ceases to function until the start of 
  his next turn. This property is suppressed while he is inca-
  pacitated, restrained, or otherwise unable to move. 
  Magic Resistance. The mage has advantage on saving 
  throws against spells and other magical effects.  
  Spellcasting. The mage is a 10th-level spellcaster, its spell-
  casting ability is intelligence (spell save DC 15, +9 to hit 
  with spell attacks. The mage has the following wizard spells 
  prepared:  
  • 
  Cantrips (at will): fire bolt, light, mage hand, presti-
  digitation, shocking grasp  
  • 
  1st level (4 slots): detect magic, mage armor*, magic 
  missile, protection from evil and good 
  • 
  2nd level (3 slots): detect thoughts, locate object, 
  hold person, ray of enfeeblement, web 
  • 
  3rd level (3 slots): fireball, slow, haste 
  • 
  4th level (3 slots): polymorph, stoneskin*, wall of fire 
  • 
  5th level (2 slots): bigby's hand, cone of cold, conjure 
  elemental  
  *the mage casts these spells on itself before combat.  
   
  ACTIONS 
   
  Staff of the Magi. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target, Hit: (1d6 + 3) bludgeoning damage.  
  Spells: While holding the staff, Nartis can use an action to 
  expend some of its charges to cast one of the following 
  spells from it, using his spell save DC and spellcasting abil-
  ity: conjure elemental (7 charges), dispel magic (3 charges), 
  fireball (7th-level version, 7 charges), flaming sphere (2 
  charges), ice storm (4 charges), invisibility (2 charges), 
  knock (2 charges), lightning bolt (7th-level version, 7 
  charges), passwall (5 charges), plane shift (7 charges), tele-
  kinesis (5 charges), wall of fire (4 charges), or web (2 
  charges).He can also use an action to cast one of the fol-
  lowing spells from the staff without using any charges: ar-
  cane lock, detect magic, enlarge/reduce, light, mage hand, 
  or protection from evil and good. 
   
  REACTION 
   
  Spell Absorption. While holding the staff, Nartis has ad-
  vantage on saving throws against spells. In addition, Nartis 
  can use his reaction when another creature casts a spell 
  that targets only him. If he does, the staff absorbs the 
  magic of the spell, canceling its effect and gaining a num-
  ber of charges equal to the absorbed spell’s level. How-
  ever, if doing so brings the staff’s total number of charges 
  above 50, the staff explodes as if Nartis activated its retrib-
  utive strike. 
   
   
  FROST GIANTS (2) 
  Huge giant, neutral evil 
   
  Armor Class 15 (patchwork armor) 
  Hit Points 138 (12d12 + 60) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  9 (-1)  
  21 (+5)  
  9 (-1)  
  10 (+0)  
  12 (+1)  
   
  Saving Throws Con +8, Wis +3, Cha +4 
  Skills Athletics +9, Perception +3 
  Damage Immunities cold 
  Senses passive Perception 13 
  Languages Giant 
  Challenge 8 (3900 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two greataxe attacks. 
  • 
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 
  ft., one target. Hit: 25 (3d12 + 6) slashing damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
   
   
   
   
  
  48 | P a g e  
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  9. STAIRWAY 
   
  There is a rock giant heading up from the third level.  
   
  The stairway to level three.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ROCK GIANT 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
  Treasure: He has six items in his bag. 
   
   
  
  P a g e  | 49 
   
  10. CAVE BEAR LAIR 
   
  Twelve adult cave bears are here, (eight males, six 
  females) and six of the young as well. Three stone giant 
  keepers are here to watch the young and old bears.  
   
  STONE GIANTS (3) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  CAVE BEARS (12) 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  Reckless. If the cave bear's cubs are harmed, it gains ad-
  vantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until 
  the start of its next turn. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  YOUNG BEARS (6) 
  Medium beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)  
  10 (+0)  
  14 (+2)  
  2 (-4)  
  12 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages - 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage. 
   
   
  Treasure: None of the giants have bags, but each have 
  4-16 pp and 1-18 gp  
   
   
  
  50 | P a g e  
   
  11. STONE GIANT LAIR 
   
  Two tables, a big chest, eight beds, five chairs, four 
  benches, and one stool decorate this room. About a dozen 
  pelts, and an idol of a yeti cast in bronze on a table.  
   
  Eight stone giants live here, three are here. They are 
  sitting around boasting and have no idea of the invasion 
  under-way.  
   
  STONE GIANTS (3) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
  Treasure: The chest has only clothes in it. The chest is 
  in front of the secret door. Nothing in here, except more 
  clothes. 
   
  12. SMITHY 
   
  This is the smithy. Three fire giants work here, making 
  the weapons. The head giant is making a platinum dagger.  
   
  If the head giant wins initiative he will throw the dagger. 
  If he doesn't have initiative, the head giant has a 20% per 
  round of throwing it into the fire. The second smith will 
  throw coals. The third giant grapples foes and attempts to 
  throw them into the furnace. The fire giant makes a 
  Strength (Athletics) check contested by the target’s 
  Strength (Athletics) or Dexterity (Acrobatics) check. If he 
  succeeds, he subjects the target to the grappled condition. 
  The giant then moves to the furnace.  
  During the 2nd round of combat, there is a 50% chance 
  of 1-4 stone giants walking in, with an order from the Lord. 
  This chance rises 15% per round thereafter.  
  Note: Only one character can fit in the furnace at a time. 
  A character in the furnace will cover up the coals, so the 
  second giant can't throw any. The second giant will pull out 
  a club, and hit the player with it. Per round in the furnace, a 
  player will take 6d6 fire damage.  
   
  FIRE GIANTS (3) 
  Huge giant, lawful evil 
   
  Armor Class 18 (plate) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7)  
  9 (-1)  
  23 (+6)  
  10 (+0)  
  14 (+2)  
  13 (+1)  
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5000 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two melee or ranged attacks. 
  • 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
  • 
  Greatclub. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. 
  • 
  Hot Coal. Ranged Weapon Attack: +11 to hit, range 
  60/240 ft., one target. Hit: 18 (2d10 + 7) bludgeoning 
  and 7 (2d6) fire damage. 
  • 
  Dagger. Ranged Weapon Attack: +11 to hit, range 
  60/240 ft., one target. Hit: 29 (4d10 + 7) piercing 
  damage. 
   
   
  Treasure: These giants have no bags. The dagger makes 
  its owner's eyes glow in the dark and is worth 400 gp.  
   
   
  
  P a g e  | 51 
   
  13. FIRE GIANT LAIR 
   
  A fire giant is present. He is sleeping on one of four beds. 
  The room also contains: two chairs, one bench, and two 
  stools, a large chest, a locker under each bed, a table, seven 
  pelts, and a large (8' tall) wardrobe. Standing guard are four 
  hell hounds.  
   
  Four fire giants live here. The giant is asleep, even 
  though he is supposed to be helping in the smithy. The hell 
  hounds are very alert, and hungry, as the giants forgot to 
  feed them all day. The hell hounds can wake the Giant up 
  easily enough. 
   
  FIRE GIANT 
  Huge giant, lawful evil 
   
  Armor Class 18 (plate) 
  Hit Points 162 (13d12 + 78) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  25 (+7)  
  9 (-1)  
  23 (+6)  
  10 (+0)  
  14 (+2)  
  13 (+1)  
   
  Saving Throws Dex +3, Con +10, Cha +5 
  Skills Athletics +11, Perception +6 
  Damage Immunities fire 
  Senses passive Perception 16 
  Languages Giant 
  Challenge 9 (5000 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatsword attacks. 
  • 
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. 
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 29 (4d10 + 7) bludgeoning damage. 
   
   
   
  HELL HOUNDS (4) 
  Medium fiend, lawful evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3)  
  12 (+1)  
  14 (+2)  
  6 (-2)  
  13 (+1)  
  6 (-2) 
   
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can't speak it 
  Challenge 3 (700 XP) 
   
  Keen Hearing and Smell. The hound has advantage on Wis-
  dom (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The hound has advantage on an attack roll 
  against a creature if at least one of the hound's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated. 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire dam-
  age. 
  Fire Breath (Recharge 5-6). The hound exhales fire in a 15-
  foot cone. Each creature in that area must make a DC 12 
  Dexterity saving throw, taking 21 (6d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
   
   
  Treasure: Roll 16 giant bag contents to determine what 
  is in the chest. In each locker there is a 1,000 gp jewel. 
  Also in each locker is 846 gp and 50 cp.  
   
   
  
  52 | P a g e  
   
  14. STONE GIANT LAIR 
   
  Around the room are ten beds, two wardrobes; a pile of 
  eight pelts, three chests, two tables, and a pile of torches. 
  Two giants are on the floor playing with five cave bears.  
   
  10 stone giants live here. Only two are home.  
   
  STONE GIANTS (2) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  CAVE BEARS (5) 
  Large beast, unaligned 
   
  Armor Class 12 (natural armor) 
  Hit Points 42 (5d10 + 15) 
  Speed 40 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5)  
  10 (+0)  
  16 (+3)  
  2 (-4)  
  13 (+1)  
  7 (-2)  
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Challenge 2 (450 XP) 
   
  Keen Smell. The bear has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  Reckless. If the cave bear's cubs are harmed, it gains ad-
  vantage on all melee weapon attack rolls it makes during 
  that turn, but attack rolls against it have advantage until 
  the start of its next turn. 
   
  ACTIONS 
   
  Multiattack. The bear makes two attacks: one with its bite 
  and one with its claws. 
  • 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage. 
  • 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  Treasure: Under the torches is a pile of 5,224 ep. 
  Invisible pair of coffers is under each bed. In each one there 
  is: 139 gp and 504 cp. Also in the 2nd, 4th and 8th there is 
  a 12 gp gem in each. Under the pile of pelts is a potion of 
  silver dragon control. In the cave bear's basket is a little pin 
  with a turtle on it. It is a scarab of protection (not cursed). 
  In the chest of drawers, 1st one, 2nd drawer is a +1 dagger, 
  +2 vs. all winged creatures. (gp sale price: 850). 
   
   
  
  P a g e  | 53 
   
  15. MAP ROOM 
   
  There are maps and charts spread across the three tables. 
  Six chairs are around the tables, as well as two benches. 
   
  This is Tregis' private map and military plans room. The 
  stone giant here is ordered not to let anyone but the Chief 
  and his kind read these tables of the amount of giants and 
  the like that can be rounded up to fight mankind. If the 
  battle goes against him, he will set fire to all the papers. 
   
  STONE GIANT 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
  . 
  16. HILL GIANT LAIR 
   
  These two hill giants have brought two boulders on their 
  table, and a raw beaten leg of mutton. A foldable table is 
  here collecting dust. 
   
  This room houses six hill giants. With them is their 
  favorite pets, four dire wolves.  
   
  HILL GIANTS (6) 
  Huge giant, chaotic evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 105 (10d12 + 40) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5)  
  8 (-1)  
  19 (+4)  
  5 (-3)  
  9 (-1)  
  6 (-2)  
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Giant 
  Challenge 5 (1800 XP) 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., 
  one target. Hit: 21 (3d10 + 5) bludgeoning damage. 
   
   
  DIRE WOLVES (4) 
  Large beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 37 (5d10 + 10) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  17 (+3) 
  15 (+2)  
  15 (+2)  
  3 (-4)  
  12 (+1)  
  7 (-2)  
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages - 
  Challenge 1 (200 XP) 
   
  Keen Hearing and Smell. The wolf has advantage on Wis-
  dom (Perception) checks that rely on hearing or smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't incapaci-
  tated. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 10 (2d6 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone. 
   
   
  Treasure: A chest of drawers is filled with clothes, and 
  an invisibility potion. Also there are four stone maces. and 
  an invisible suit of plate mail of vulnerability. Also in the 
  bed mattress is a +2 dagger, +3 vs. spell users.  
  
  54 | P a g e  
   
  LEVEL #3 
  
  P a g e  | 55 
   
  WANDERING MONSTERS (1, AND 
  6-12) 
  1d4 
  Encounter 
  1 
  2-5 Stone Giants walking 
  2 
  1-4 Rock Giants with 1-2 cave bears 
  3 
  A chimera 
  4 
  2-12 Ogres/or 2 Ettins 
   
  As always encounter occurs on a 1 in 6. 
   
  WANDERING MONSTERS (2-5) 
  1d3 
  Encounter 
  1 
  1 Lamia  
  2 
  2-4 Xorns  
  3 
  2-7 Trolls 
   
  1. GUARD ROOM 
   
  Two rock giants are waiting impatiently for their 
  comrade to return.  
   
  ROCK GIANTS (2) 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
  Treasure: Both giants have bags.  
   
   
  
  56 | P a g e  
   
  2. RED DRAGON'S LAIR 
   
  A huge red dragon rests here. 
   
  The giants tend to leave this entire portion of the level 
  alone.  
   
  ADULT RED DRAGON 
  Huge dragon, chaotic evil 
   
  Armor Class 19 (natural armor) 
  Hit Points 256 (19d12 + 133) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  27 (+8)  
  10 (+0)  
  25 (+7)  
  16 (+3)  
  13 (+1)  
  21 (+5)  
   
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
  Skills Perception +13, Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive Percep-
  tion 23 
  Languages Common, Draconic 
  Challenge 17 (18000 XP) 
   
  Legendary Resistance (3/Day). If the dragon fails a saving 
  throw, it can choose to succeed instead. 
   
  ACTIONS 
   
  Multiattack. The dragon can use its Frightful Presence. It 
  then makes three attacks: one with its bite and two with its 
  claws. 
  • 
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage plus 7 
  (2d6) fire damage. 
  • 
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
  • 
  Frightful Presence. Each creature of the dragon's 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 19 Wisdom saving throw 
  or become frightened for 1 minute. A creature can re-
  peat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the dragon's Frightful Presence 
  for the next 24 hours. 
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) bludgeoning damage. 
  Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-
  foot cone. Each creature in that area must make a DC 21 
  Dexterity saving throw, taking 63 (18d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
   
  LEGENDARY ACTIONS 
   
  The dragon can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option can 
  be used at a time and only at the end of another creature's 
  turn. The dragon regains spent legendary actions at the 
  start of its turn. 
  • 
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
  • 
  Tail Attack. The dragon makes a tail attack. 
  • 
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 22 Dexterity saving throw or 
  take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed. 
   
   
  Treasure: The treasure that he has is at the secret door at 
  room 3. 
   
   
   
  
  P a g e  | 57 
   
  3. RED DRAGON HOARD 
   
  There is an illusionary wall that blocks the second secret 
  door. From the inside it is fairly easy to tell there is a secret 
  door. Three fire lizards are here, 90% chance of being 
  recognized as red dragons.  
   
  FIRE LIZARDS (3) 
  Huge beast, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 85 (9d12 + 27) 
  Speed 30 ft., swim 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  21 (+5)  
  9 (-1)  
  17 (+3)  
  2 (-4)  
  10 (+0)  
  7 (-2)  
   
  Damage Resistances Fire 
  Skills Stealth +5 
  Senses passive Perception 10, blindsight 10 ft., darkvision 
  60 ft. 
  Languages Draconic 
  Challenge 5 (1800 XP) 
   
  Hold Breath. The fire lizard can hold its breath for 30 
  minutes. 
   
  ACTIONS 
   
  Multiattack. The fire lizard makes two attacks: one with its 
  bite and one with its tail. 
  • 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the 
  target is grappled (escape DC 16). Until this grapple 
  ends, the target is restrained, and the fire lizard can't 
  bite another target. 
  • 
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target not grappled by the fire lizard. Hit: 14 (2d8 
  + 5) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be 
  knocked prone. 
  Fire Breath (Recharge 5-6). The fire lizard exhales fire in a 
  30-foot cone. Each creature in that area must make a DC 
  17 Dexterity saving throw, taking 56 (16d6) fire damage on 
  a failed save, or half as much damage on a successful one. 
   
   
  Treasure: Invisibly hidden there is 900 pp and 2,250 gp 
  from the dragon, and 900 pp and 6,750 ep in an invisible 
  urn. 
   
   
  
  58 | P a g e  
   
  4. BEHOLDER ROOM 
   
  Three beholders turn to face you as you enter! 
   
  There is no escape from this guy. He'll fight and he won't 
  give up. 
   
  BEHOLDER 
  Large aberration, lawful evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 180 (19d10 + 76) 
  Speed 0 ft., fly 20ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  17 (+3) 
   
  Saving Throws lnt +8, Wis +7, Cha +8 
  Skills Perception +12 
  Condition Immunities prone 
  Senses darkvision 120 ft., passive Perception 22 
  Languages Deep Speech, Undercommon 
  Challenge 13 (10,000 XP) 
   
  Antimagic Cone. The beholder's central eye creates an 
  area of antimagic, as in the anti-magic field spell, in a 150-
  foot cone. At the start of each of its turns, the beholder de-
  cides which way the cone faces and whether the cone is 
  active. The area works against the beholder's own eye 
  rays. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
  get. Hit: 14 (4d6) piercing damage. 
  Eye Rays. The beholder shoots three of the following magi-
  cal eye rays at random (reroll duplicates), choosing one to 
  three targets it can see within 120 feet of it: 
  1. 
  Charm Ray. The targeted creature must succeed on a 
  DC 16 Wisdom saving throw or be charmed by the be-
  holder for 1 hour, or until the beholder harms the 
  creature. 
  2. 
  Paralyzing Ray. The targeted creature must succeed 
  on a DC 16 Constitution saving throw or be paralyzed 
  for 1 minute. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect on it-
  self on a success. 
  3. 
  Fear Ray. The targeted creature must succeed on a 
  DC 16 Wisdom saving throw or be frightened for 1 mi-
  nute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on 
  a success. 
  4. 
  Slowing Ray. The targeted creature must succeed on 
  a DC 16 Dexterity saving throw. On a failed save, the 
  target's speed is halved for 1 minute. In addition, the 
  creature can't take reactions, and it can take either an 
  action or a bonus action on its turn, not both. The 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect 0n itself on a suc-
  cess. 
  5. 
  Enervation Ray. The targeted creature must make a 
  DC 16 Constitution saving throw, taking 36 (8d8) ne-
  crotic damage on a failed save, or half as much dam-
  age on a successful one. 
  6. 
  Telekinetic Ray. If the target is a creature, it must suc-
  ceed on a DC 16 Strength saving throw or the be-
  holder moves it up to 30 feet in any direction. It is re-
  strained by the ray's telekinetic grip until the start of 
  the beholder's next turn or until the beholder is inca-
  pacitated. If the target is an object weighing 300 
  pounds or less that isn't being worn or carried, it is 
  moved up to 30 feet in any direction. The beholder 
  can also exert fine control on objects with this ray, 
  such as manipulating a simple tool or opening a door 
  or a container. 
  7. 
  Sleep Ray. The targeted creature must succeed on a 
  DC 16 Wisdom saving throw or fall asleep and remain 
  unconscious for 1 minute. The target awakens if it 
  takes damage or another creature takes an action to 
  wake it. This ray has no effect on constructs and un-
  dead. 
  8. 
  Petrification Ray. The targeted creature must make a 
  DC 16 Dexterity saving throw. On a failed save, the 
  creature begins to turn to stone and is restrained. It 
  must repeat the saving throw at the end of its next 
  turn. On a success, the effect ends. On a failure, the 
  creature is petrified until freed by the greater restora-
  tion spell or other magic. 
  9. 
  Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 16 Dexterity saving throw or take 45 
  (10d8) force damage. If this damage reduces the crea-
  ture to 0 hit points, its body becomes a pile of fine 
  gray dust. If the target is a Large or smaller non-magi-
  cal object or creation of magical force, it is disinte-
  grated without a saving throw. If the target is a Huge 
  or larger object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it.  
  10. Death Ray. The targeted creature must succeed on a 
  DC 16 Dexterity saving throw or take 55 (10d10) ne-
  crotic damage. The target dies if the ray reduces it to 
  0 hit points. 
   
  LEGENDARY ACTIONS 
   
  The beholder can take 3 legendary actions, using the Eye 
  Ray option below. It can take only one legendary action at 
  a time and only at the end of another creature's turn. The 
  beholder regains spent legendary actions at the start of its 
  turn. 
  • 
  Eye Ray. The beholder uses one random eye ray. 
   
   
   
  
  P a g e  | 59 
   
  GAS SPORES (2) 
  Large plant, unaligned 
   
  Armor Class 5 
  Hit Points 1 (1d10 - 4) 
  Speed 0 ft., fly 10ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  5 (- 3) 
  1 (-5) 
  3 (-4)  
  1 (-5) 
  1 (-5) 
  1 (-5) 
   
  Damage Immunities poison 
  Condition Immunities blinded, deafened, frightened, para-
  lyzed, poisoned, prone 
  Senses blind sight 30ft. (blind beyond this radius), passive 
  Perception 5 
  Challenge 1/2 (100 XP) 
   
  Death Burst. The gas spore explodes when it drops to 0 hit 
  points. Each creature within 20 feet of it must succeed on a 
  DC 15 Constitution saving throw or take 10 (3d6) poison 
  damage and become infected with a disease on a failed 
  save. Creatures immune to the poisoned condition are im-
  mune to this disease. Spores invade an infected creature's 
  system, killing the creature in a number of hours equal to 
  1d12 +the creature's Constitution score, unless the disease 
  is removed. In half that time, the creature becomes poi-
  soned for the rest of the duration. After the creature dies, 
  it sprouts 2d4 Tiny gas spores that grow to full size in 7 
  days. 
  Eerie Resemblance. The gas spore resembles a beholder. A 
  creature that can see the gas spore can discern its true na-
  ture with a successful DC 15 Intelligence (Nature) check. 
   
  ACTIONS 
   
  Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  creature. Hit: 1 poison damage, and the creature must suc-
  ceed on a DC 10 Constitution saving throw or become in-
  fected with the disease described in the Death Burst trait. 
   
   
  5. DEMON ROOM 
   
  As you enter the corridor behind you is filled with rocks. 
  There are giant bones, as well a gnoll, and other types of 
  beings. 
   
  In the small room is a Type (Razizs) three demon. He 
  will be glad to gate another demon. It is of little wonder the 
  giants avoid this area. 
   
  GLABREZU 
  Large fiend (demon), chaotic evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  20 (+5)  
  15 (+2)  
  21 (+5)  
  19 (+4)  
  17 (+3)  
  16 (+3)  
   
  Saving Throws Str +9, Con +9, Wis +7, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 9 (5000 XP) 
   
  Innate Spellcasting. The glabrezu's spellcasting ability is In-
  telligence (spell save DC 16). The glabrezu can innately cast 
  the following spells, requiring no material components: 
  • 
  At will: darkness, detect magic, dispel magic 
  • 
  1/day each: confusion, fly, power word stun 
  Magic Resistance. The glabrezu has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS 
   
  Multiattack. The glabrezu makes four attacks: two with its 
  pincers and two with its fists. Alternatively, it makes two 
  attacks with its pincers and casts one spell. 
  • 
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. If 
  the target is a Medium or smaller creature, it is grap-
  pled (escape DC 15). The glabrezu has two pincers, 
  each of which can grapple only one target. 
  • 
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
   
  6. GUEST ROOM 
   
  The unoccupied guest room here is furnished with six 
  cots, eight chairs and stoles, six chests, and a sort of model 
  of the first giant to form a community of similar giants.  
   
  Treasure: Also 4-16 gp. 
   
   
   
  
  60 | P a g e  
   
  7. TREGIS' THRONE ROOM  
   
  This is Tregis' throne room. With his old throne, an iron 
  chair with pelts over it.  
   
  Now this is his trophy room and he goes here every now 
  and then to admire himself.  
   
  Treasure: His first kill, a cave bear, four pairs of ivory 
  tusks, a pair of silver boxes (worth 200 gp each, weighs 
  500 gp each) Also is a +2 bill-guisarme, and various 
  useless items. He has in here five small oak chests, four 
  giant bag items in each. 
   
  8. LIBRARY 
   
  This is a kind of library.  
   
  STONE GIANTS (5) 
  Huge giant, neutral 
   
  Armor Class 17 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6)  
  15 (+2)  
  20 (+5)  
  10 (+0)  
  12 (+1)  
  9 (-1)  
   
  Saving Throws Dex +5, Con +8, Wis +4 
  Skills Athletics +12, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Giant 
  Challenge 7 (2900 XP) 
   
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Multiattack. The giant makes two greatclub attacks. 
  • 
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 
  ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. 
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 17 Strength 
  saving throw or be knocked prone. 
   
  REACTIONS 
   
  Rock Catching. If a rock or similar object is hurled at the gi-
  ant, the giant can, with a successful DC 10 Dexterity saving 
  throw, catch the missile and take no bludgeoning damage 
  from it. 
   
   
   
  ROCK GIANTS (2) 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
  Treasure: There are 59 Scrolls, and 62 books. The 4th 
  book is a book of exalted deeds. The first scroll is on the 
  history of giants. The 42nd book is a manual of gainful 
  exercise. The giant in charge is unaware of the magical 
  items. 
   
   
  
  P a g e  | 61 
   
  9. LIBRARIAN LAIR 
   
  Everything is kept in neat order. He has: a bed, two 
  chests, two chairs, and a small table, usable by humans.  
   
  This is where the librarian works, and lives. Each chest 
  has four bag contents.  
   
  10. GUEST ROOM 
   
  This is an uninhabited guest room. There are seven beds, 
  ten chests, eight chairs, and a table. 
   
  Treasure: The ten chests contain five giant bag contents.  
   
  11. JAILER ROOM 
   
  The frost giant jailers live here. They have two beds, a 
  hag content under the first pillow, a teddy bear, four charts, 
  a set of six worthless keys, four pairs of boots (man, sized), 
  five chairs, a broken door, and an empty bookshelf.  
   
  Treasure: There are giant bag contents under the first 
  pillow. Clothes are in metal lockers under each bed. In the 
  second locker lie 146 lead pieces. A broken ping pong table 
  with a fist sized hole in it. behind that, covered with dust is 
  a 41 gp jewel. Also there is a pile of rags, six goblin skulls, 
  and four broken shields. And a bear. 
   
  12. VISITOR ROOM 
   
  This room a bed, eight pictures, five chairs, four chests, 
  and a large chest of drawers in his room.  
   
  A respected cloud giant, who is oddly neutral. He is a 
  sort of an old wise man. Any interruptions will annoy him 
  to the extent, which he will scream (40% of attracting 1d4 
  other giants). He is accompanied by two saber-toothed 
  tigers. 
   
  CLOUD GIANT (HAAYON THE 
  PUNISHER) 
  Huge giant, neutral  
   
  Armor Class 14 (natural armor) 
  Hit Points 200 (16d12 + 96) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  27 (+8)  
  10 (+0)  
  22 (+6)  
  12 (+1)  
  16 (+3)  
  16 (+3)  
   
  Saving Throws Con +10, Wis +7, Cha +7 
  Skills Insight +7, Perception +7 
  Senses passive Perception 17 
  Languages Common, Giant 
  Challenge 9 (5000 XP) 
   
  Innate Spellcasting. The giant's innate spellcasting ability is 
  Charisma. It can innately cast the following spells, requiring 
  no material components: 
  • 
  At will: detect magic, fog cloud, light 
  • 
  3/day each: feather fall, fly, misty step, telekinesis 
  • 
  1/day each: control weather, gaseous form 
  Keen Smell. The giant has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  Reckless. At the start of its turn, the cloud giant can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
   
  ACTIONS 
   
  Multiattack. The giant makes two morningstar attacks. 
  • 
  Morningstar. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., 
  one target. Hit: 30 (4d10 + 8) bludgeoning damage. 
   
   
  SABER-TOOTHED TIGERS (2) 
  Large beast, unaligned 
   
  Armor Class 12 
  Hit Points 52 (7d10 + 14) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA    
  18 (+4)  
  14 (+2)  
  15 (+2)  
  3 (-4)  
  12 (+1)  
  8 (-1)  
   
  Skills Perception +3, Stealth +6 
  Senses passive Perception 13 
  Languages - 
  Challenge 2 (450 XP) 
   
  Keen Smell. The tiger has advantage on Wisdom (Percep-
  tion) checks that rely on smell. 
  Pounce. If the tiger moves at least 20 feet straight toward a 
  creature and then hits it with a claw attack on the same 
  turn, that target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, the tiger 
  can make one bite attack against it as a bonus action. 
   
  ACTIONS 
   
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
  get. Hit: 10 (1d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
  get. Hit: 12 (2d6 + 5) slashing damage. 
   
   
  
  62 | P a g e  
   
  13. MAIN HALL 
   
  Main hall.  
   
  Here is a rock giant wondering why he is here. He'll yell. 
   
  ROCK GIANT 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant re-
  mains motionless, it is indistinguishable from a normal 
  boulder. 
  Rolling Charge (boulder form only). If the giant rolls at 
  least 20 feet straight toward a target and then hits it with a 
  slam attack on the same turn, the target takes an extra 7 
  (2d6) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 15 Strength saving throw or be 
  knocked prone. 
  Shapechanger. The rock giant can use its action to poly-
  morph into a boulder, or back into its true form, which is 
  humanoid. Its statistics, other than its AC, are the same in 
  each form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  ACTIONS 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, 
  range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning dam-
  age. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object 
  is hurled at the giant, the giant can, with a successful DC 10 
  Dexterity saving throw, catch the missile and take no 
  bludgeoning damage from it. 
   
   
   
  
  P a g e  | 63 
   
  ROCK GIANT 
   
  Rock giants usually live in mountains, if they live anywhere. 
  As not many are together at once normally, few are found in a 
  small area, unless there for a reason.  
  Rock Giants tend to have grayish brown skins, light brown to 
  black hair, red or green eyes, and black teeth. Their skin can be 
  from light gray to black, but is usually just a dirty brown. They 
  typically use stone maces. 
  Rock giants like pets and will be 45% likely to have them. 
  75% of all pets will be mountain lions, 10% will be lizards, of 
  the giant sort, and 15% will be dire wolves who are raised from 
  birth.  
  If encountered in their lair, numbers 6 and 8 will be giantesses 
  and number 7 will be a young giant (dice for size)  
  If encountered, there is a 10% chance, per giant that a stone 
  giant will be present, i.e. two rock giants have a 20% chance of 
  being accompanied by a stone giant. In the lair there is only a 
  5% chance per rock giant of stone giant presence.  
   
  ROCK GIANT 
  Large giant, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. (30 ft. when rolling, 60 ft. rolling downhill) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA     
  19 (+4) 
  15 (+2) 
   16 (+3) 
  10 (+0) 
   12 (+1) 
   9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Giant 
  Challenge 5 (1,800 XP) 
   
  False Appearance (boulder form only). While the giant remains 
  motionless, it is indistinguishable from a normal boulder. 
  Rolling Charge (boulder form only). If the giant rolls at least 20 
  feet straight toward a target and then hits it with a slam attack 
  on the same turn, the target takes an extra 7 (2d6) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 15 
  Strength saving throw or be knocked prone. 
  Shapechanger. The rock giant can use its action to polymorph 
  into a boulder, or back into its true form, which is humanoid. Its 
  statistics, other than its AC, are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. It reverts 
  to its true form if it dies. 
  Stone Camouflage. The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain. 
   
  Greatclub (giant form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
  Rock (giant form only). Ranged Weapon Attack: +6 to hit, range 
  60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 15 Strength 
  saving throw or be knocked prone. 
  Slam (boulder form only). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
   
  REACTIONS 
   
  Rock Catching (giant form only). If a rock or similar object is 
  hurled at the giant, the giant can, with a successful DC 10 Dex-
  terity saving throw, catch the missile and take no bludgeoning 
  damage from it. 
   
   
   
   
   
  
  64 | P a g e  
   
  HABITATION OF THE  
  STONE GIANT LORD 
  by Gaius Stern 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A fan sequel to the Against the Giants Series! 
   
  The Habitation of the Stone Giant Lord is a fan-created 
  module created by Gaius Stern. He wrote the adventure 
  when he was just fourteen years old. It is meant to be 
  inserted into the “Against the Giants” series. It focuses on 
  the "missing" giants in the series, the stone giants, and 
  introduces a new type of giant, the rock giant.  
   
  Tim Hutchings, archivist of The Play Generated Map and 
  Document Archive (PlaGMaDA), was introduced to the 
  manuscript in 2012 when it was donated to the archive by 
  a game collector who goes by the pseudonym Scribe of 
  New York City. He managed to track down the author and 
  then Mike Tresca converted and updated the adventure for 
  Fifth Edition Dungeons & Dragons.  
   
  PlaGMaDA collects and preserves gaming ephemera 
  created for or during actual game play. All proceeds from 
  the sales of this adventure go directly to PlaGMaDA to and 
  Cystic Fibrosis Research, Inc.  
   
  If you have gaming material please consider donating it to 
  the collection by emailing collections@plagmada.org. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mal & Tal - G1.5 Habitation of the Stone Giant Lord.pdf