Huge giant, neutral evil
Armor Class 17 (splint)
Hit Points 150 (12d12 + 72)
Speed 40 ft.
Saving Throws Con +10, Int +6, Wis +6
Skills Arcana +6, Athletics +11, Perception +6
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Giant, Primordial
Challenge 9 (5,000 XP)
Collect Soul. As a bonus action, the giant can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 15 Constitution saving throw against this magic or die. If the target dies, the giant collects its soul (see Release Soul below). If a creature whose soul is collected by the giant is restored to life, the giant loses its soul.
The giant can only collect seven souls at one time.
Death's Sight. Magical darkness doesn't impede the giant's darkvision.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 15). The giant can innately cast the following spells, requiring no material components:
At will: darkness, detect magic, speak with dead (the giant doesn't need a corpse to speak with a creature whose soul it has collected or trapped in a soul stone)
3/day each: animate dead, blight
Multiattack. The giant makes two attacks.
Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage plus 7 (2d6) necrotic damage.
Death Shard. Ranged Spell Attack: +7 to hit, 60/240 ft., one target. Hit: 11 (2d10) necrotic damage.
Release Soul. If the giant has collected at least one soul, it can expend one soul to gain one of the following benefits.
Guide. The giant gains advantage on any attack roll it makes before the end of its next turn.
Harm. The giant makes one Death Shard attack. If the attack hits, it deals an additional 11 (2d10) necrotic damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
Heal. The giant regains 22 (4d10) hit points.
Trap. The giant creates a soul stone. A creature whose soul is trapped in a soul stone can't be restored to life by any means short of a wish spell, whereupon the soul stone is destroyed. While the giant is holding a soul stone, it can use its Consume Soul without expending one of its collected souls. The soul stone is then destroyed. The giant can't create more than one soul stone at a time.
Death giants are depraved giants that seldom leave the Shadowfell and have onyx black or deep purple skin and purple eyes. Most death giants are bald, even females, but the few that do have hair have stark platinum white hair that they usually shave off anyway.
Generations of life in the Shadowfell has transformed the death giants, making them appear gaunt and haggard, though they are much stronger than their slender frames would suggest and have gained deathly magic from their constant exposure to that realm's dark energies.
Soul Collectors. Death giants can steal the souls of nearby mortals and use them to fuel powerful magic. For this reason, most death giants surround themselves with weak minions they can kill easily. A creature whose soul has been stolen by a death giant finds itself in an inky black void, along with any other souls the giant has collected until it is restored to life or the giant expends the soul, releasing it from its prison. When a death giant dies, any souls that it has trapped are freed in a wave of spectral energy.
A death giant can potentially keep these souls indefinitely unless its allies can restore it to life, but for souls of particular interest to the giant, such as those of hated enemies, it reserves a special fate: it traps their souls in a sphere of black crystal large enough to fit comfortably in the giant's palm known as a soul stone. The giant can keep this stone for as long as it needs to, safe in the knowledge that only the most powerful magic can free its prisoner now. Most death giant fortresses contain at least one room filled with soul stones and protected by powerful magic that the giants can access whenever they please.