With a history nearly as old as that of ancient dragons, the Giants of Dungeons & Dragons contain a varied and complex group of races. Ranging from a measly sixteen feet to a truly terrifying two-stories tall, Giants come from all sorts of environments and backgrounds.

The Ordning (the Giants’ order of status) of main Giant races consists of six variations, and each of them comes with different temperaments, alignments, challenge ratings, and abilities.

The following compendium covers every Giant variation in Dungeons & Dragons, a bit of their history, and some of their respective strengths and weaknesses.

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D&D’s Hill Giants

Just above Giant kin (ettins, fomorians, ogres, and the like), Hill Giants have a low status so far as giants are concerned. With an intelligence of five, D&D’s Hill Giants are known to be the least cunning of the Giant races. Their minds are of scavengers, caring only for their next meal, and most of them can’t comprehend the more complex status attributes of The Ordning. As such, they align with chaotic evil.

At a challenge rating of five, Hill Giants are also the least dangerous. An armor class of thirteen makes them easy to hit, but they still have a decent pool of hit points, with a little over a hundred. Their multi-attack consists of two greatclub swings averaging eighteen damage and, like all Giants, they use a rock for ranged attacks (which hits for around twenty-one damage). With a range from sixty to 240 feet and a +8 to hit with said rock, though, even these lowliest of Giant-folk can hit pretty hard.

D&D’s Fire Giants

As seen on the cover of the D&DPlayer’s Handbook, Fire Giants are known mostly as master crafters. Raised as experts in war from birth, Fire Giants can usually be found at their forges in high-temperature environments. Those low in The Ordning are put in charge of mines, and they pride themselves on the strength of their fortresses and weapons.

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Though they only have an intelligence of ten, it would be foolish to underestimate Dungeons & Dragons‘ Fire Giants cleverness in combat. At a CR of nine, the Fire Giants’ multi-attack consists of two greatsword swings averaging at twenty-eight slashing damage a hit. Their ranged-rock attack hits a little harder at twenty nine, their AC is eighteen, and their HP is 162. They’re also immune to fire damage (obviously) and align with lawful evil.

D&D’s Stone Giants

At a neutral alignment, Dungeons & Dragons’ Stone Giants generally have a peaceful nature unless confronted directly. The artists of the Giant world, Stone Giants pride themselves greatly on their ability to carve stone. They use these traits to appoint their leaders, and rock-throwing ability to assign their defenders. Stone Giants live in caves, generally worship the god Skoraeus Stonebones, and anything outside their cavernous homes is viewed as (to quote the Monster Manual) “A realm of dreams.” Things done on the outside world tend to not be taken seriously.

The same height as Fire Giants at eighteen feet, Stone Giants are a CR of seven, have an AC of seventeen, and 126 HP. Their greatclub multi-attack averages at nineteen a hit, and their rocks at twenty eight. Stone Giants’ ranged attacks are especially dangerous, though. They cause a strength saving throw (DC 17) that, when failed, knocks an enemy prone.

D&D’s Frost Giants

One most might recognize as resembling White Walkers from Game of Thrones, Frost Giants value strength above all else, and often pick who is highest in their Ordning based on physical prowess alone. They are not crafters or smiths by nature like that of their Stone and Fire kin (though it is not viewed without value), and tend to re-purpose weapons from their fallen enemies. The most sought after of trophies is that of dragons’ scales, teeth, and claws.

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Standing at twenty-one feet tall, Frost Giants are a CR of eight. They have an AC of fifteen, 138 HP, and are immune to cold damage. Frost Giants multi-attacks are with a greataxe and average at twenty-five damage, and their rocks hit for around twenty eight. They’re alignment is neutral evil, and (of course) they frequent cold environments.

D&D’s Cloud Giants

At twenty-four feet tall, Dungeons & Dragons’ Cloud Giants are able to change their forms into mist and cast spells. Usually worshipers of Memnor the Trickster, Cloud Giants can be neutral good or neutral evil. They often view themselves as the top of the Giant Ordning, grow giant crops, and dwell in solid clouds or high in the mountains. Frequent gamblers, Cloud Giants value status with wealth and gifts, prioritizing the beauty of their homes.

Cloud Giants’ multi-attacks are with a morningstar that averages twenty-one damage, and their rocks hit for around thirty. They have an AC of fourteen, 200 HP, advantage on smell-based perception checks, and are charisma-based casters that can use eight different spells:

  • At Will – Detect Magic, Fog Cloud, Light
  • Three Times A Day (Each) – Feather Fall, Misty Step, Telekinesis
  • Once A Day (Each) – Control Weather, Gaseous Form

D&D’s Storm Giants

Storm Giants are at the tallest, at twenty-six feet tall, and live at extremely isolated and remote locations. At a chaotic-good alignment, Dungeons & Dragons’ Storm Giants are known for their wisdom and do not often seek conflict. Only leaving solitary to discuss omens or find courtship, Storm Giants follow Annam, and live as prophets and ancient philosophers. They are often worshiped themselves, though, and are ruled by their conscious alone.

Storm Giants have an AC of sixteen, 230 HP, are resistant to cold, immune to lightning and thunder damage, and are a CR of thirteen. Their multi-attack is with a greatsword, averaging thirty damage a hit, and their rocks hit for around thirty five. By far their most dangerous attack, though, is their Zeus-style lightning strike. Storm Giants can throw lightning bolts up to 500 feet, and every creature in a ten-foot radius has to make a dexterity save (DC 17), or take roughly fifty-four points of damage. They’re also amphibious, and can cast the following spells from charisma:

  • At Will – Detect Magic, Feather Fall, Levitate, Light
  • Three Times A Day (Each) – Control Weather, Water Breathing
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Giants are some of the most interesting races in Dungeons & Dragons, and have a lot to offer any campaign. Whether acting as some of the most dangerous creatures in the game, or simply just used as a random encounter in the woods, they are undoubtedly awesome.

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