Amphibious. The giant can breathe air and water.
Forbidden Knowledge. The giant can use its action to speak forbidden knowledge to target creature that can understand its words. The target must make a DC 18 Intelligence saving throw or gain a long-term madness effect.
Innate Spellcasting (Psionics). The giant's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells with psionics, requiring no material components:
At will: crown of madness, detect thoughts, fear, tongues
3/day: arms of Hadar (4th level), control water, dimension door
1/day: dominate beast, planar ally, project image
Interdimensional Movement. A [monster name] can use the misty step spell as a bonus action once per round.
Sunlight Sensitivity. While in sunlight, the giant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The giant makes two tentacles attacks or one tentacles attack and one dimensional stop attack.
Tentacles. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a DC 18 Strength saving throw or be grappled. Until this grapple ends, the target is restrained, and the giant can only have two creatures grappled with its tentacles at a time. If the two creatures are grappled by the giant, then the giant can't use its tentacles on another target.
Dimensional Stomp. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (4d10 + 7) bludgeoning damage and the target must make DC 18 Dexterity saving throw or be teleported to a new unoccupied location as if affected by the dimension door spell. The destination is chosen by the giant.
Mind Blast (Recharge 5–6). The giant magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 30 (4d12 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Void giants are giants from a distant realm who were enlightened by the Great Old Ones. Their warped and malformed bodies are to be considered as blessings from their eldritch gods, but most giants would consider them as curses and punishments for evil deeds. Most of these giants have pale purple-green or purple-gray skin, tentacle beards, and carry ghostly white eyes. Their arms end in a mass of tentacles, and their average height is 23’ tall. Some rare void giants have an assortment of eye stocks and mouths appearing and disappearing about their bodies randomly.
Madness. Void giants venture out into the realms to spread their forbidden knowledge granted by the Great Old Ones. This forbidden knowledge, when heard and understood, often drives the listeners towards madness. This madness is often long-term, if not permanent, for the individual may have trouble returning to their previous view of the world once they learn of what lays in the great beyond.
Dark Livings. Void giants will not travel the surface world, unless there is an eclipse to signal the coming of their gods. Typically, void giants will roam in the Underdark or the deep depths for these environments are much more comfortable, and these areas that remind them of their home before the Great Old Ones blessed them.
Beholders and Mind Flayers. Void giants will often pursue beholders and mind flayers to learn what knowledge they have gained of the realms. However, beholders will be less likely to be pleased by their presence. A beholder may think highly, when compared to other races, of their attempt to grow eye stocks and seemingly trying to evolve into a greater shape, like a beholder; however, their shape isn’t perfect like the beholder's shape. On the other hand, mind flayers would be willing to let the void giants not have their brains eaten and, even, work with the void giants on their pursuit of knowledge.
Conflict with other Giants. Void giants may encounter other giants, most notable stone giants and storm giants. The void giants put up a good fight against these giants for their madness being contagious. They would be more than willing to convert their giantkin to follow their ways, but they will end those who attack them. This could prove troubling for the Storm King and the other giants for if this conversion continues, then it can undermine the giant society.
Warlocks. Void giants may be seen by warlocks as avatars for the Great Old Ones, willingly joining them in the pursuit for knowledge. Cults will form in the service of void giants to please their perceived avatars and, in-turn, the Great Old Ones. Void giants may command these warlocks to spread their forbidden knowledge throughout the realm to further the support on their arrival to the surface world.







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