Custom Giant Bosses for Storm King's Thunder

A Collection of my custom boss fights for the various Giant factions in Storm King's Thunder (5e).

Level 12 Solo Huge Frost Giant
M40/heroDEX/WIL++
Wolf Wrangler.

Wystra commands 1/Hero Frost Wolves. Each Frost Wolf has 50 HP and is Unarmored. Wystra can use subsequent Turn to have a wolf Interpose for her if within Reach 3. When a wolf is dropped to 0 HP, they die and can no longer be called upon. When all wolves die, their Actions can't be chosen anymore.

Antifreeze Magic.

Immune to Cold. When Slowed, she gains 2x Speed instead of having it halved.

Choose one.
  • Frost Axe.

    Move 8, then 2d6+20, Advantage VS Hampered.

    On Hit VS Hampered targets: +10 damage.

    On Kill VS Hampered: The target's blood freezes and explodes, and Creatures in Reach 3 must make a DC14 DEX save or suffer 2d6+10 Cold and Restrained (Escape DC14), half damage only on save.

  • Chilling Gust.

    Move 4, then (Line 8) DC14 STR save or 1d6+10 Cold, Slowed, and Knockback 2. Half damage only on save.

  • Death Glare (1/Round).

    (Range 8) DC14 WIL save or +1 Wound and Frightened.

  • Wolfbite (1 per Wolf/Round).

    2 Frost Wolves move 8, then 1d6+5 Cold. On Damage: Prone.

  • Pack Attack (1/Round).

    (A Creature in Melee of at least 2 wolves) DC14 STR save or 2d6+5 Cold/wolf, half on save. On Damage: Prone.

BLOODIED:

Cryostasis: When Wystra is Bloodied, she gains Heavy Armor by becoming covered in thick ice. She has Speed 0, but has Resistance to all remaining damage types except Fire. After each Hero Turn that she takes no damage, she regains 10 HP. Wystra can't use Frost Axe while in this form.

LAST STAND:

The ice shield and any remaining Frost Wolves shatter and give Wystra a final surge! 120 more damage and she dies. Until then, she loses Heavy Armor and its Resistances, but all DCs become 18 and all Actions gain +4 Move.

"Some call her the Red-Eyed Witch, and others the Witch of Winter. Few survive long enough to call her both." - Ralph Ignatius Peterson.

Notes:

  • Wystra's On Kill effect with Frost Axe is more reliable/dramatic when there are NPC's friendly with the Heroes involved. The intended scenario/play pattern is for the first (or first part of the) fight happens when the Heroes are with a bunch of regular NPCs (such as townsfolk or simple hunters, likely no higher than level 3 or 5). Once the Heroes realize that Wystra is extremely deadly against NPCs (resulting in collateral damage), the Heroes should draw her away from the crowds to fight against just the party. This can either be the same fight or two separate fights (fight in town, then seek out and fight her in her lair/out in the wild).
Level 12 Huge Frost Giant and her Large Frost Wolves
Legendary Team.

After each Hero's Turn, choose one of Wystra's OR the wolves' actions.

Wystra
Huge
M40/heroDEX/WIL++
Exploding Frost.

When she defeats a Hampered enemy, Creatures in Reach 3 of them must make a DC14 DEX save or take 2d6+10 Cold and become Restrained (Escape DC14), half damage only on save.

Antifreeze Magic.

Immune to Cold. When Slowed, instead of halved, her Move is doubled.

  • Frost Axe.

    Move 8, then 2d6+10 (or VS Hampered: 2d6+30).

  • Chilling Gust.

    Move 4, then (Line 8) DC14 STR save or 1d6+20 Cold and Slowed, half damage only on save.

  • Death Glare (1/Round).

    (Range 8) DC14 WIL save or +1 Wound and Frightened.

Frost Wolves
Large
50
Wolf Wrangler.

Wystra commands 1/Hero Frost Wolves. Each wolf can only attack once per Round.

  • Frostbite.

    Up to 2 wolves Move 8, then 1d6+5 Cold. On Damage: Prone.

  • Pack Attack (1/Round).

    (A Creature in melee of at least 2 wolves) DC14 STR save or 2d6+5 Cold per wolf, half on save. On Damage: Prone.

BLOODIED:

Cryostasis: When Wystra is Bloodied, she gains Heavy Armor by becoming covered in thick ice. She has Speed 0, but has Resistance to all remaining damage types except Fire. After each Hero Turn that she takes no damage, she regains 10 HP. Wystra can't use Frost Axe while in this form.

LAST STAND:

The ice shield and any remaining Frost Wolves shatter and give Wystra a final surge! 120 more damage and she dies. Until then, she loses Cryostasis and her wolves, but all DCs become 18 and all Actions gain +4 Move.

"Some call her the Red-Eyed Witch, and others the Witch of Winter. Few survive long enough to call her both." - Ralph Ignatius Peterson.

Notes:

  • Wystra's On Kill/Defeat effect with Exploding Frost (intended to trigger with Frost Axe) is more reliable/dramatic when there are NPC's friendly with the Heroes involved. The intended scenario/play pattern is for the first (or first part of the) fight happens when the Heroes are with a bunch of regular NPCs (such as townsfolk or simple hunters, likely no higher than level 3 or 5). Once the Heroes realize that Wystra is extremely deadly against NPCs (resulting in collateral damage), the Heroes should draw her away from the crowds to fight against just the party. This can either be the same fight or two separate fights (fight in town, then seek out and fight her in her lair/out in the wild).