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
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.