River Giant

Book of Ebon Tides p. 180 (Third Party)

Size
Large
Type
giant
Alignment
neutral
AC
14 (hide armor)
Hit Points
123 (13d10+52)
Speed
walk 40 ft., swim 20 ft.
Saving Throws
Dex +5, Con +7, Wis +5
Skills
Athletics +8, Perception +5, Survival +5
Resistances
cold
Senses
darkvision 60 ft.
Passive Perception
15
Languages
Common, Giant, Umbral
Challenge
6
Lineage
Giant
STR
20
+5
DEX
15
+2
CON
18
+4
INT
11
+0
WIS
14
+2
CHA
11
+0

Traits

Proficiency Bonus

+3

Hold Breath

The giant can hold their breath for 10 minutes.

Magic Resistance

The giant has advantage on saving throws against spells and other magical effects.

Mindful Wader

The giant is immune to the effects of dark water (see Chapter 5 for more on dark water).

Netted Strike

Once per turn, the giant can deal an extra 10 (3d6) damage to a restrained creature the giant hits with a weapon attack.

Actions

Multiattack

The giant makes a Mooncatcher's Net attack and then two Staff attacks.

Staff

Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Mooncatcher's Net

Ranged Weapon Attack: +9 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. A creature can use its action to make a DC 16 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target.

Other data

description

A tall, slender giant wades knee-deep through the river, holding a glowing fishing net in his hand.

Shorter and slimmer than most other giants, river giants are found living along riverbanks throughout the Shadow Realm and in the mortal world where waterways cross or run alongside the shadow roads.

River Travelers. Capable boat pilots, these introspective giants sometimes transport travelers up and down the rivers of the Shadow Realm in their wooden skiffs, but they are most often found wading through the water with their glistening mooncatcher's nets (see Chapter 10). The giants use the nets to pull bits of souls and memories from the river. These fragments are bottled and traded to wizards and alchemists who use them to make memory philters (see Chapter 10) and other potions.