Daein 대인
Gargantuan giant, chaotic neutral
Armor Class 17 (natural armor)
Hit Points 285 (18d20 + 108)
Speed 50 ft., swim 30 ft.
STR 28 (+9) · DEX 9 (−1) · CON 22 (+6) · INT 6 (−2) · WIS 13 (+1) · CHA 9 (−1)
Saving Throws Con +11, Dex +4, Wis +6
Skills Athletics +14, Perception +6
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks that are not adamantine
Condition Immunities frightened, prone
Senses darkvision 120 ft., passive Perception 16
Languages Giant (dialect unintelligible to others)
Challenge 15 (13,000 XP)
Traits
Enormous Leap. Daein’s long jump is up to 50 feet and its high jump is up to 20 feet, with or without a running start.
Need for Order. If at least twenty Small or smaller unattended objects are scattered on the ground within 30 feet of Daein, it must succeed on a DC 17 Wisdom saving throw or spend its next turn gathering the objects instead of acting. A creature can use an action to make a DC 15 Charisma (Deception or Performance) check to mimic the clatter of scattering items; on a success, Daein is affected as above.
Vulnerable Eyes. A creature that can see Daein’s eyes and makes a ranged weapon attack can declare it is aiming for the eyes (before the attack roll). The attack is made with disadvantage, but on a hit Daein is blinded until the end of its next turn. Daein can end the blindness early by using an action to rub its eyes.
Siege Monster. Daein deals double damage to objects and structures.
Actions
Multiattack. Daein makes two Fist attacks.
Fist. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage.
Stomp. Melee Weapon Attack: +14 to hit, reach 15 ft., one prone or Large or smaller creature. Hit: 45 (8d8 + 9) bludgeoning damage, and the target is stunned until the end of its next turn.
Hurl Boulder. Ranged Weapon Attack: +14 to hit, range 240/480 ft., one target. Hit: 42 (6d10 + 9) bludgeoning damage.
Ship-Flip (Recharge 5–6). While standing in water and adjacent to a Huge or smaller water vehicle, Daein can attempt to overturn it. All creatures aboard must make a DC 19 Strength saving throw, taking 45 (10d8) bludgeoning damage and being thrown into the water on a failed save or taking half damage and remaining aboard on a success. The vessel capsizes on a failed save.
Bonus Actions
Swift Lunge. Daein moves up to half its speed in a straight line toward a creature it can see.
Reactions
Backhand. When a creature Daein can see ends its turn within 10 feet of it, Daein makes a Fist attack against that creature.
Lair Actions
On initiative count 20 (losing ties) when in its coastal cavern or island, Daein can take one lair action:
Rockfall. Boulders crash from above in a 20-foot-radius area Daein can see. Creatures in the area must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone.
Echoing Roar. Daein’s bellow reverberates. Creatures of Daein’s choice within 120 feet that can hear it must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Cave Collapse. A 15-foot section of ceiling becomes difficult terrain and lightly obscured until cleared (DC 18 Strength (Athletics) to clear each 5-foot square).
Lore
A giant standing roughly 20 to 30 feet (6 to 90 m) tall, speaking an unknown tongue; if angered,
Daein (대인) is written with two characters: 대, meaning “great,” and 인, meaning “person.” Literally, it means “great person.” In Korean culture the term was traditionally an honorific for people of high status.
The name’s meaning runs deeper than “big person.” Some sources note that 대 can also stand for “the ancient Koreans,” and old texts mention mythical places such as “the City of Giants” and “the Hall of Giants”. This linguistic link suggests the giant might be a misunderstood ancestral figure. That idea turns him from a simple man-eating monster into a tragic being—once noble, now reduced to raw size and cut off from civilization.
From Korean Bestiary 5E, p. 28 · Fern Flower Press