b'Giant, River \n'b'  Family:   Giant  \n'b'  Large   giant ,  neutral  \n'b'  Armor Class  14 (hide armor)  Hit Points  123 (13d10 + 52)  Speed  40 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX:  15 (+2)  CON:  18 (+4)  INT:  11 (+0)  WIS:  14 (+2)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5,  Con  +7  Wis  +5  Skills   Athletics  +8,  Perception  +5,  Survival  +5  Damage Resistances  cold  Senses   darkvision  60 ft., passive  Perception  15  Languages  Common, Giant, Umbral  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Hold Breath . The giant can hold their breath for 10 minutes. \n'b'  Magic Resistance . The giant has advantage on saving throws against spells and other magical effects. \n'b'  Mindful Wader . The giant is immune to the effects of dark water. \n'b'  Netted Strike . Once per turn, the giant can deal an extra 10 (3d6) damage to a  restrained  creature the giant hits with a weapon  attack . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The giant makes a Mooncatcher\xe2\x80\x99s Net  attack  and then two Staff attacks. \n'b'  Staff .  Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'  Mooncatcher\xe2\x80\x99s Net .  Ranged Weapon Attack : +9 to hit, ranged 20/60 ft., one Small, Medium, or Large creature.  Hit : The target is  restrained  until it escapes the net. A creature can use its action to make a DC 16  Strength  check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 14) frees the target. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Shadow Traveler (3/Day) . While in shadows, dim light or darkness, the giant disappears into the  darkness  and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this trait. \n'b'\n'b' REACTIONS \n'b'\n'b'  Shadow Cloak (3/Day) . When the giant is targeted by an  attack , it can cloak itself in shadows. Attacks against the giant are made at disadvantage, and it has  resistance  to radiant damage until the start of its next turn. \n'b'\n'b' ABOUT \n'b' A tall, slender giant wades knee-deep through the river, holding a glowing fishing net in his hand. \n'b' Shorter and slimmer than most other giants, river giants are found living along riverbanks throughout the Shadow Realm and in the mortal world where waterways cross or run alongside the shadow roads. \n'b'  River Travelers . Capable boat pilots, these introspective giants sometimes transport travelers up and down the rivers of the Shadow Realm in their wooden skiffs, but they are most often found wading through the water with their glistening mooncatcher\xe2\x80\x99s nets. The giants use the nets to pull bits of souls and memories from the river. These fragments are bottled and traded to wizards and alchemists who use them to make memory philters and other potions. \n'b' River giants who wade in the rivers of the Shadow Realm for too long become transformed by the dark waters. \n'b' These shadow-touched giants are known as Styx giants. A Styx giant is CR 8 and uses the river giant statistics with the following changes: \n'b'\n'b' The giant has 182  hp \xc2\xa0 \n'b' They have a  Wisdom  score of 18 ( Wis  saving throw +7;  Perception  +7,  Survival  +7; passive  Perception  17) \n'b' The giant can use it\xe2\x80\x99s Netted Strike trait twice on their turn \n'b'\n'b' These giants have the following additional traits: \n'b'\n'b'  Confusing Memories . A creature trapped in the giant\xe2\x80\x99s Mooncatcher\xe2\x80\x99s Net makes a DC 15  Wisdom  saving throw at the start of its turn. On a failed save, the creature is bamboozled as the memory fragments in the net mingle with its own memories. Roll a d6 and consult the table below to determine what it does during its current turn: Spellcasting. The giant casts one of the following spells, requiring no material components and using  Wisdom  as the spellcasting ability (spell save DC 15):\n'b'\n'b'\n'b'  At will :  chill touch  (as a 5th-level spell),  darkness  \n'b'  1/Day :  control water ,  hypnotic pattern ,  modify memory  \n'b'\n'b' d6 \n'b' Confusing Memories \n'b'\n'b' 1\xe2\x80\x932 \n'b' The creature does nothing. \n'b'\n'b' 3\xe2\x80\x934 \n'b' The creature casts a random spell if it is capable of doing so, targeting a random creature it can see. It does nothing if it cannot cast spells. \n'b'\n'b' 5\xe2\x80\x936 \n'b' The creature makes a melee or  ranged attack  against a random creature it can see.'