Depth Giant Trench Walker (5e Creature)

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Depth Giant Trench Walker[edit]

Huge giant, neutral

Armor Class 15 (coral armor)
Hit Points 232 (16d12 + 128)
Speed 40 ft., swim 90 ft.

26 (+8) 14 (+2) 26 (+8) 10 (+0) 16 (+3) 8 (-1)

Saving Throws Str +13, Con +13, Wis +8
Skills Athletics +13, Intimidation +4, Nature +5, Perception +8, Stealth +7, Survival +8
Proficiency Bonus +5
Damage Resistances lightning
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses blindsight (while in water) 30 ft., darkvision 120 ft., passive Perception 18
Languages Giant, Undercommon
Challenge 15 (13,000 XP)

Amphibious. The giant can breathe air and water.

Crushing Presence. The area within 15 feet of the giant is difficult terrain.

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

Innate Casting. The giant's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The giant can innately cast the following spells, requiring no material components:

At will: ray of frost, shape water
3/day each: darkness, tidal wave, wall of water
1/day each: summon shadowspawn, watery sphere

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


Trident. Melee or Ranged Weapon Attack: +13 to hit, reach 10 ft. or range 60/200 ft., one target. Hit: 31 (5d8 + 8) piercing damage.

Net. Ranged Weapon Attack: +7 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 18 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.

Depth giants prove their worth to their clan by going out on dangerous expeditions into the open ocean. The most common rite of passage is to go out and hunt an incredibly dangerous sea beast. In fact, legends tell of an old king who dared to challenge a kraken. However, for those who wish to make their name remembered throughout giant history, they will embark on a trench walk. As the name implies, it involves going to an unfathomably deep trench in the remote part of the sea, and crossing it, from one end to the other. The darkness, the pressure, and whatever nightmarish creatures lurk down, are all a part of the challenge. Should the giant succeed and return to the clan, they will earn the title of Trench Walker, and will be granted high rank for as long as they live. The Trench Walk has a unique effect on depth giants who survive. The innate magic and unique physiology of depth giants cause their body to rapidly grow and evolve, which unlocks new which are unattainable for those who do not take the trek.

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