Depth Giant (5e Creature)

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Depth Giant[edit]

Huge giant, neutral


Armor Class 15 (coral armor)
Hit Points 162 (12d12 + 84)
Speed 30 ft., swim 60 ft.


STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Str +11, Con +11, Wis +5
Skills Athletics +11, Nature +4, Perception +5, Stealth +6, Survival +5
Proficiency Bonus +4
Damage Resistances lightning
Damage Immunities cold
Senses blindsight (while in water) 30 ft., darkvision 120 ft., passive Perception 15
Languages Giant, Undercommon
Challenge 9 (5,000 XP)


Amphibious. The giant can breathe air and water.

Pressurized. The giant has advantage on saving throws against being moved or knocked prone.

ACTIONS

Trident. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 60/200 ft., one target. Hit: 30 (5d8 + 7) piercing damage.

Net. Ranged Weapon Attack: +6 to hit, ranged 20/60 ft., one Huge or smaller creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 20 slashing damage to the net (AC 12) destroys the net and frees the target.


Of all the things that lurk in the depths of the ocean, the giants are the ones often discounted from texts. Giants make their home among extreme elements, and these lumbering humanoids are no different. Residing in coral empires, the depth giants live beneath the waves and hunt the beasts most adventurers would never dare to challenge. Depth giants are brave, strong, and often objective. Given the extreme conditions of their world, they tend to see things as they are and nothing more. Despite their size, depth giants are incredibly graceful, appearing to fly as they traverse the deep.

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