Skip to content

The Fury Of The Northmen

Giants (B,F)

The giants of the British Isles are as different as it is possible to be from the jǫtnar of Jǫtunnheimr. The various types of jǫtnar are directly descended from the primal jǫtnar Ymir, the source of the Nine Worlds. The jǫtnar are the apex predators of Jǫtunnheimr. They are a proud folk, powerful in magic, and the most powerful of them are equals to the gods themselves.

The giants of the British Isles are none of those things. (Although the resemblances between them and the lesser jǫtnar of the Viking lands are curious). The giants of the British Isles are fae creatures, products of Faerie. The giants of the British Isles are brutish, dim-witted, and savage, with expressions and bodies to match. The fae are in certain respects reflections of nature and expressions of it; the fae giants which plague the British Isles are reflections of those aspects of nature which are unintelligently cruel, such as rockslides and treefalls.

Ciuthach

ᚲᛁᚢᛏᚺᚨᚲᚺ

Originally from the Pictish highlands, the ciuthach now inhabits the caves of the Pennines and of the hills and mountains of Northumbria. Not dissimilar from the eóten or the or-mæde in most respects, the ciuthach’s much greater intelligence makes them a far more significant threat to travelers and even adventurers.

Huge fae, orderly and evil

Armor Class 17 (natural armor)
Hit Points 127 (11d12+55)
Speed 40 ft

Str 23 (+6) Dex 15 (+2) Con 20 (+5)
Int 10 (+0) Wis 12 (+1) Cha 14 (+2)

Saving Throws CON +8
Skills Athletics +9, Perception +4
Condition Immunities charmed
Damage Vulnerabilities iron weapons
Senses darkvision 60 ft, passive Perception 14
Languages Fae
Reaction to great fear
Challenge 7 (2,900 XP)

Fae Vulnerabilities. A ciuthach rolls with disadvantage for all actions taken while they hear the sound of church bells ringing or while touching silver.

Innate Spellcasting. A ciuthach’s innate spellcasting ability is CHA (spell save DC 13, spell attack bonus +5). The ciuthach can innately cast the following spells:

  • At-will: faerie fire
  • 3/day: blur

Iron Anathema. A ciuthach rolls with disadvantage on all actions taken while touching iron.

Ciuthachs have disadvantage on saving throws involving iron and on any spell they cast against someone wearing iron armor or wearing an iron holy symbol.

When a ciuthach takes damage from an iron or steel weapon they gain the distracted condition (from the pain) until the end of their next turn.

Stone Camouflage. The ciuthach rolls with advantage on Stealth checks made while hiding in rocky terrain.

ACTIONS

Multiattack. The ciuthach makes two greatclub attacks each turn. 

Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft, one target. Hit: 20 (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 STR saving throw or be knocked prone.

MOTIVES

The ciuthach are intelligent fae giants, meaning that their attempts to crush, kill, and destroy humans will be carried out in a relatively intelligent manner.

ALLIES

Ciuthach appear leading less powerful fae or as minions of more powerful fae creatures.

Eóten

ᛖᛟᛏᛖᚾ

Eóten are hulking brutes known and feared for their quick tempers.

Large fae, cruel and evil

Armor Class 11 (hide armor)
Hit Points 60 (7d10+21)
Speed 40 ft

Str 19 (+4) Dex 8 (-1) Con 16 (+3)
Int 5 (-3) Wis 7 (-2) Cha 7 (-2)

Senses darkvision 60 ft, passive Perception 8
Languages Fae
Reaction to fear and anger, or a desire to kill it
Challenge 2 (450 XP)

Fae Ancestry. An eóten rolls with advantage on saving throws against being charmed.

Fae Vulnerabilities. An eóten rolls with disadvantage for all actions taken while they hear the sound of church bells ringing or while touching silver.

Iron Anathema. An eóten rolls with disadvantage on all actions taken while touching iron.

Eótens have disadvantage on saving throws involving iron.

When an eóten takes damage from an iron or steel weapon they gain the distracted condition (from the pain) until the end of their next turn.

ACTIONS

Club. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) bludgeoning damage.

MOTIVES

As stupid as they are large, eóten have only one desire: to crush and eat humanity.

ALLIES

Eóten appear leading less powerful fae or as minions of more powerful fae.

Or-Mæde

ᛟᚱ-ᛗᚨᛖᛞᛖ

Enormous, animalistic brutes who hunt and raid in constant search of food to settle the eternal hunger in their voluminous guts.

Huge fae, cruel and evil

Armor Class 13 (natural armor)
Hit Points 105 (10d12+40)
Speed 40 ft

Str 21 (+5) Dex 8 (-1) Con 19 (+4)
Int 5 (-3) Wis 9 (-1) Cha 6 (-2)

Skills Perception +2
Senses passive Perception 12
Damage Vulnerability iron weapons
Languages Fae
Reaction to fear
Challenge 5 (1,800 XP)

Fae Ancestry. An or-mæde rolls with advantage on saving throws against being charmed.

Fae Vulnerabilities. An or-mæde rolls with disadvantage for all actions taken while they hear the sound of church bells ringing or while touching silver.

Iron Anathema. An or-mæde rolls with disadvantage on all actions taken while touching iron. Or-mædes have disadvantage on saving throws involving iron. When an or-mæde takes damage from an iron or steel weapon they gain the distracted condition (from the pain) until the end of their next
turn.

ACTIONS

Multiattack. The or-mæde makes two club attacks each turn.

Club. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 19 (3d8+5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft, one target. Hit: 22 (3d10+5) bludgeoning damage.

MOTIVES

Or-mæde live to crush, pound, and batter humans.

ALLIES

Or-mæde are usually employed as muscle by more intelligent and powerful fae.