Benthic Giant
There are few things on Theros more important, or more dangerous, for its people than the sea. The major method of travel and commerce for the poleis, particularly Meletis, the seas of Theros are a gateway for its people to the rest of the world, and mastering the art of sailing was a turning point in their history.
But even though the Therosians have sailed the waters for generations, there are still dozens of terrifying encounters that can turn any trip out to sea into a tragedy. The benthic giant is one of these terrors, a behemoth of muscle nestled in a tangled mess of seaweed, just waiting for a foolhardy captain or a rushing merchant vessel to pass near enough for it to reach out and grab the ship with its mammoth hands.
Lurking in the Deep The benthic giant isn't the only danger found on Theros' ocean floors, and though its size and strength don't quite rival the legendary storm giants, what sets it apart is how quickly it can turn an innocent pleasure cruise into a storm of death. The benthic giant is just tall enough for its feet to touch the floors of Thero's deepest bays while keeping its head just below surface level. In doing so, the benthic giant lets its kelp-like hair twist and swirl on the ocean currents, just like any of the other characteristic masses of sargassum across the sea.
When ships pass through these tangles, their keels often drag the seaweed with them, tugging the giant's hair and giving it a subtle alert that something has begun to move above it. The giant waits only a moment to confirm that it's caught something, before reaching up with its hands to try and crush whatever is passing above. Once a ship is destroyed, the benthic giant sets about eating all of its contents, cargo and crew alike.
Benthic Giant
The benthic giant isn't the only danger found on Theros' ocean floors, and though its size and strength don't quite rival the legendary storm giants, what sets it apart is how quickly it can turn an innocent pleasure cruise into a storm of death. The benthic giant is just tall enough for its feet to touch the floors of Thero's deepest bays while keeping its head just below surface level. In doing so, the benthic giant lets its kelp-like hair twist and swirl on the ocean currents, just like any of the other characteristic masses of sargassum across the sea.
Armor Class | 12 | ||
---|---|---|---|
Hit Points | 10d12+60 | ||
Speed | 50 ft. | Swim 100 ft. | |
Strength | 20 (+5) | ||
Dexterity | 14 (+2) | ||
Constitution | 23 (+6) | ||
Intelligence | 7 (-2) | ||
Wisdom | 13 (+1) | ||
Charisma | 10 (+0) | ||
Skills | Athletics +8 | ||
Senses | Darkvision 120 ft. | Passive Perception 11 | |
Languages | Aquan | Giant | |
Challenge | 6 (2,300 XP) | ||
Special 1 | Amphibious | The giant can breathe air and water | |
Special 2 | Blockade Monster | The giant deals double damage to objects and ships | |
Special 3 | False Apperance | While the giant remains motionless, | it is indistinguishable from a large patch of seaweed |
Special 4 | Hexproof | The giant takes half as much damage from and has an advantage | on saving throws against, spells, and other magical effects |
Action 1 | Multiattack | The giant makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+8 to hit |
Reach 10 ft., one target | Hit 2d10+5 bludgeoning damage, | and the target must succeed on | a DC 16 Strength saving throw |
or be pushed 10 feet away from the giant | |||
Action 3 | Rock | Ranged Weapon Attack | d20+8 to hit |
Range 30/120 ft., one target | Hit 4d10+5 bludgeoning damage |
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