Lantern Giant

Family: Giant

Huge giant, neutral

Armor Class 16 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 22 (+6) 15 (+2) 16 (+3) 17 (+3)

Saving Throws Con +10, Wis +7, Cha +7
Skills Investigation + 6, Nature +6, Perception +7, Survival +7
Damage Immunities cold Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 17
Languages Common, Giant, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Limited Amphibiousness. The lantern giant can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
  • Hypnotic Luminescence. The tendril on the lantern giant’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. When a creature that can see the light starts its turn within 60 feet of the giant, the creature must succeed on a DC 18 Charisma saving throw or become charmed for 24 hours, regarding the giant as a friendly acquaintance. If the giant or one of its allies harms the charmed creature, this effect ends. If the creature’s saving throw is successful or the effect ends for it, the creature is immune to the giant’s Hypnotic Luminescence for the next 24 hours. At the start of its turn, the lantern giant chooses whether this light is active.
  • Speak with Aquatic Creatures. The lantern giant can communicate with Beasts and Monstrosities that have a swimming speed as if they shared a language.

ACTIONS

  • Multiattack. The lantern giant makes three Trident attacks. It can replace one attack with a use of Spellcasting.
  • Trident. Melee or Ranged Weapon Attack: +12 to hit, reach 10 ft. or range 20/60 ft. one target. Hit: 18 (3d6 + 8) piercing damage, or 21 (3d8 + 8) piercing damage if used with two hands to make a melee attack.
  • Crush of the Deep (Recharge 5–6). The lantern giant subverts the environment to summon the pressure of the deepest ocean depths in a 40-foot cube of water centered on a point it can see within 120 feet of it. Each creature in the cube must make a DC 17 Constitution saving throw as the pressure increases, taking 44 (8d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Spellcasting. The lantern giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):

ABOUT

A ghostly bobbing light illuminates a towering figure clad in the weathered ruins of a sunken ship’s rigging.

Lantern giants are massive bipedal humanoids with rust-red skin that walk along the bottom?most depths of the ocean floor. A tendril hangs from the giant’s forehead, tipped by a nodule that glows with a ghostly light.

Helpful Hermits. Lantern giants are one of the few creatures intimately familiar with the deepest reaches of the sea, and they are willing to act as guides or scouts to travelers.

Treasure Seekers. Few lantern giants remain, but each patrols the darkest depths of the ocean floor, searching ruins and wrecks for something to bolster their dying kingdom. Lantern giants are incredibly secretive, never revealing what they are seeking. Still, they are more than happy to align themselves with travelers eager to plumb the ocean depths—as long as the travelers don’t ask too many questions.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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