River Styx Giant

Book of Ebon Tides p. 181 (Third Party)

Size
Large
Type
giant
Alignment
neutral
AC
14 (hide armor)
Hit Points
182 (13d10+52)
Speed
walk 40 ft., swim 20 ft.
Saving Throws
Dex +5, Con +7, Wis +7
Skills
Athletics +8, Perception +7, Survival +7
Resistances
cold
Senses
darkvision 60 ft.
Passive Perception
17
Languages
Common, Giant, Umbral
Challenge
6
Lineage
Giant
STR
20
+5
DEX
15
+2
CON
18
+4
INT
11
+0
WIS
18
+4
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

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

Confusing Memories

A creature trapped in the giant's Mooncatcher's Net makes a DC 15 Wisdom saving throw at the start of its turn. On a failed save, the creature is bamboozled as the memory fragments in the net mingle with its own memories. Roll a d6 and consult the table below to determine what it does during its current turn:

Confusing Memories:

d6Memories
1-2The creature does nothing.
3-4The creature casts a random spell if it is capable of doing so, targeting a random creature it can see. It does nothing if it cannot cast spells.
5-6The creature makes a melee or ranged attack against a random creature it can see.

Spellcasting

The giant casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 15):

  • At will: chill touch (as a 5th-level spell), darkness
  • 1/day: control water, hypnotic pattern, modify memory

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.

Shadow Traveler (3/Day) (Bonus Action)

While in shadows, dim light, or darkness, the giant disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait.

recharge

3/DAY

Reactions

Shadow Cloak (3/Day)

When the giant is targeted by an attack, it can cloak itself in shadows. Attacks against the giant are made at disadvantage, and it has resistance to radiant damage until the start of its next turn.

recharge

3/DAY

Spells

Chill Touch (as a 5th-level Spell), Darkness, Control Water, Hypnotic Pattern, Modify Memory

Other data

description

River giants who wade in the rivers of the Shadow Realm for too long become transformed by the dark waters. These shadow-touched giants are known as Styx giants.

River Giant: 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.