Water Giant (5e Creature)

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Water Giant[edit]

Huge giant, neutral evil


Armor Class 16 (natural armor)
Hit Points 162 (12d12 + 84)
Speed 40 ft., swim 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 14 (+2) 11 (+0) 12 (+1)

Saving Throws Str +9, Con +10
Skills Athletics +9, Nature +5, Stealth +4
Proficiency Bonus +3
Damage Vulnerabilities lightning
Damage Resistances fire
Damage Immunities cold
Senses passive Perception 10
Languages Common, Giant
Challenge 7 (2,900 XP)


Amphibious. The giant can breathe air and water.

ACTIONS

Multiattack. The giant makes two trident attacks.

Trident. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 16 (3d6 + 6) piercing damage or 19 (3d8 + 6) piercing damage if used in two hands to make a melee attack and 5 (2d4) cold damage.

Cascade. Ranged Weapon Attack: +9 to hit, range 120 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and target must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the giant and knocked prone. Additionally, each creature within 10 feet of the target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) bludgeoning damage.

Water Net (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by water. As an action, the restrained target can make a DC 12 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 10; hp 5; immunity to poison, and psychic damage).


Water giant.jpg

Closely related to frost giants, water giants typically live beneath the waves, at depths that would crush most other creatures, they live in simple matriarchal tribes in deep underwater ravines. They often only surface when their territory is intruded upon or to trade with other aquatic races.

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