Jotor'Gigorim (Mountain Giant) - CR 14

Not all of the "Low" Gigorim (or "non-Adaric Gigorim") are as stupid and relatively weak as the Vulgorim and Urgori. Some, such as the Jotor'Gigorim, span the gap between their brutish "common" brethren and their potent "high" kin.

Jotor'Gigorim are the legendary Mountain Giants, first described in the 1st Edition AD&D Fiend Folio. They are massive creatures, that can inflict terrible punishment on those stupid (or unlucky) enough to rouse their wrath. There is a story line coming to one of my campaigns that will see more than a few of the "Children of Adar" battling with the "Runt Races", which is why these guys are back in my games. Hope you like!

Jotor'Gigorim (Mountain Giant) – Huge Giant
(Chaotic Neutral)

A.C. 15 (Natural Armour)
Hpts: 263 (17d12+153) [170 - 357]
Speed: 60'
Initiative: -2
Proficiency Bonus: +5

Str: 27 (+8) Dex: 7 (-2) Con: 28 (+9) Int: 11 (+0) Wis: 12 (+1) Cha: 13 (+1)

Saving Throws: Strength +13, Constitution +14
Skills: Athletics +13, Perception +6

Damage Reductions: Slashing, Piercing, Bludgeoning from non-magical weapons 10
Damage Resistances: Cold
Condition Immunity: Petrified

Senses: Darkvision 120'; Passive Perception: 16

Language: Jotorim

CR:  14 (11,500 xp)


Sure Footed: In mountainous terrain, the Jotorim may substitute their Strength score for their Dexterity score when making ability checks to avoid falling, being knocked prone or similar.


Greatclub: Melee weapon attack; 15' Reach; One target; +13 to hit; Hit: 77 (6d20+8) Bludgeoning damage, and target is knocked prone, and must make a D.C. 21 Constitution save or be Incapacitated until the end of their own next turn. If this attack misses, all creatures within 10' of the target (including the target) must make a D.C.21 Dexterity save, or suffer 38 (3d20+4) Bludgeoning damage.

Moutain Boulder: Ranged Weapon Attack; 800' Range; Four targets within a 10' x 10' area; +13 to hit; Hit: 40 (5d12+8) Bludgeoning damage and target is knocked prone and stunned unless they make a D.C. 21 Dexterity saving throw. Anyone failing this save by 5+ is pinned beneath the rock until they escape. Whilst pinned they have total cover from everything, are Restrained and at the start of their turn suffer 19 (3d12) Bludgeoning damage.

Yo ladies. My name is Hans, and I am 32' of pure, manly lovin'