Is the max HP reduction from the Diseased Giant Rat permanent?

The variant Diseased Giant Rat (MM pg. 327) has a feature that when it hits with an attack and the target fails a saving throw, they contract a disease. The text says

Until the disease is cured the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. […]

Is this reduction permanent or will the character regain their original maximum HP when cured of the disease?

My confusion stems from the fact that all information about the effect follows the "Until the disease is cured" statement, which could mean that the reduction only lasts until the target is cured. On the other hand one could argue that it is only further reductions that are mentioned and thus prevented by curing the target and the previous ones are separate effects that has already taken place.

Hit Points of Giant Insect

The description of Giant Insect says

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

In Giant Insect lacks typical text, unlike other similar "transform" spells (e.g., Polymorph):

The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.

In this case, do I understand correctly that for this transformation all these points are invalid? I’m confused by the beginning and ending of spell, because then Giant Scorpion gets Hit Poins of common Scorpion on start, and vice versa on end. Or this part of the text implied in "The GM has the statistics for these creatures…"?

Giant Insect and Ranger’s Companion

In the Players Handbook I noticed Giant Insect spell. Everything is clear with text, although the non-standardized wording is a little embarrassing. However, I was interested in the presence of Spider and Scorpion in arthropods list (I will further mention only the Scorpion), since they can be Beastmaster’s pets. It looks like interesting function, but in this case intersect two very unique override texts (Giant Insect spell and Ranger’s Companion skill), from which many questions arise.

Giant Insect

[…]

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. […]

  1. Im correct that the transorm form isn’t "true form" of creature, and the Giant Scorpion still remains Ranger’s Companion with all the bonuses? In fact, the Scorpion only has replaced Statistics and all other buffs/effects remain?
  2. In Giant Insect lacks typical text, unlike other similar "transform" spells:
    The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.
    In this case, do I understand correctly that for this transformation all these points are invalid? I’m only confused by the beginning, because then the Giant Scorpion gets Hit Poins of common Scorpion, or this part of the text implied in "The GM has the statistics for these creatures…"?
  3. Ranger’s Companion text and the Giant Insect text contain a unique override rules of acting. These rules are override or mashup with each other? In case of override, then Giant Insect begins to follow the rules of the Ranger’s Companion, or vice verse?
    Correct my interpretation if I’m wrong. Rules do not contradict each other, and hence mash up. The companion gains the same initiative as the player (Ranger’s Companion), but acts on the player’s turn (Giant Insect). Both the spell and the companion rules allow me to control the Giant Scorpion, but in case of spell the commands could be interpreted by GM, and now GM’s jurisdiction is limited to the need to accurately execute my commands. However, now the Giant Scorpion can not perform any actions except Dodge if I don’t order command with my action.
  4. The question is purely formal. Logic suggests that the word act is explained here:
    ...and resolves their actions and movement
    But the term itself is very confusing. I do understand correctly that the word "act" in context means "actions", "bonus actions" and "move" together? Or this term completely free for DM interpretations?
  5. Additional question. If we agree that act is all activity and that interpretation in the third paragraph is correct, what happens if we mounted Giant Scorpion as independent mount? I understand correctly that the Giant Scorpion turn separately from us, gets its turn with our Initiative, but will act on our turn? Im correct that in this way we get a "controlled" mount in fact (Actually independent, but which moves on our turn according to our commands), which will not be limited in actions among other things (Only by the rules of the companion, and if they are not there, then any actions are available)?

Does the Hunter Ranger’s Giant Killer allow you to grapple or shove with the reaction?

The Hunter Ranger’s Giant Killer feature says:

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Since it says "you can use your reaction to attack that creature" without specifying that it has to be a melee weapon attack, could you instead use "special melee attacks" like grapples or shoves for this reaction?

Checking CR calculation for homebrew larger version of Giant Ape

I am considering allowing a larger version of a Giant Ape, in which some of the stats have been embiggened to achieve the low end of CR8.

I would appreciate a confirmation that I am calculating this correctly.

In particular, it appears that what the DMG calls Damage Per Round, what is actually being assessed is average damage per round, assuming that the maximum number of most damaging attacks hit.

CR7 Giant Ape
AC12, 157hp (15d12+60), At. 2 @ +9 to hit, 3d10+6 dmg, DPR 45

CR8 Proposed Giant Ape [all other stats as RAW Giant Ape]
AC13, 168hp (16d12+64), At. 2 @ +9 to hit, 3d12+6 dmg, DPR 51

CR7 Giant Ape Calculation
Hp 146-160 = CR6, AC is more than two below 15, adjust DCR -1 to 5
DPR 45-50 = CR7, to hit is more than two above +6, adjust OCR +1 to 8
Average CR 6.5, round to CR7

CR8 Proposed Giant Ape Calculation
Hp 161-175 = CR7, AC is two below 15, adjust DCR -1 to 6
DPR 51-56 = CR8, to hit is more than two above +6, adjust OCR +1 to 9
Average CR 7.5, round to CR8

Are the giant strength scores in the Monster Manual wrong?

The Storm Giant has a STR score of 29. According to the encumbrance rules that means the maximum weight a giant could lift is 435 lb. which really isn’t that much.

To put it in perspective. The Storm giant is 5x taller than a human, at the same proportion and thus has about 25x more mass. An average human male weighs around 180lb. A Storm Giant thus weighs around 4500 lb. So it’s impossible for one Storm Giant to carry another.

Another way of looking at it. A human-scale sword might be around 4ft. long and weigh 3 pounds. However, a sword that’s long enough for a Storm Giant would need to be around 20 ft. long and to maintain its own integrity would need to be about 2 inches thick at its centre and might be a foot wide. A sword like that would weight about 800 lb.

To even be able to wield a sword like that without being encumbered, the Storm Giant would need a minimum STR score of 160.

So in conclusion, Storm Giants must be about the weakest creatures in the Multi-verse on a pound for pound basis 😛

Am I missing some encumbrance rule somewhere that adjusts this based on creature size category?

giant kin Bow’s, arrows and information 2e

This question is in regards to 2nd Edition (AD&D) I’ve looked online for information regarding Giant kin bows and all I can find on the topic is the weight and weapon size for them. as per the phbr10

  • giant kin long bow 125gp 8lbs G speed 10
  • arrow 1/12gp – G – P – 1d8 1d8

but this is all I can find online and in the hand books I have and have seen online what I’m wondering are these questions:

  1. Is there a larger bow then this (my current character is a 10′ giant-kin firbolg with a 20/94 strength what ever that means…)
  2. if so what is the cost wieght and other info in the bows?
  3. what is the range of the arrows or are they the same as normal arrows and is their different types?

Thanks, Foaly

P.S. Thanks for any info you can provide as I’m still searching for answers online as of right now.

Is Giant Owl an eligible language to be learned with the Linguist feat?

The Giant Owl can speak the language Giant Owl:

Languages Giant Owl […]

Notably, this language does not appear on any of the language tables in any sourcebook, but it does appear on the statblock of the Giant Owl and the Skeletal Giant Owl

The second point of the linguist feat says:

You learn three languages of your choice.

Is Giant Owl an eligible language for the feat, or does the feat only allow choosing a language from one of the language tables?