Eel, Giant

Armor Class
8 [11]
Hit Dice
2, 4, or 6
Attacks
Bite (1d6/1d6+1/1d6+2)
Special
1-in-6 can shock 3/day (1d4 per HD, 20-ft. radius, save half), electricity resistance
Move
Swim 18
HDE/XP
2/30, 4/120, or 6/400 (electric: 3/60, 5/240, or 7/600)

Description

A Giant Eel is the huge cousin to the common eel, and is similar in most ways except size. This great aquatic beast is often found in lost underwater ruins or as a guardian raised and trained by underwater races.

One in six giant eels can emit an electrical shock up to three times per day, affecting those within a 20-foot radius. The shock causes 1d4 points of damage for each hit die of the giant eel; a saving throw is allowed for half damage. During a round when a giant electric eel uses its shock, it is immune to electrical attacks. On other rounds it has a +2 bonus on saving throws against electrical attacks.

Eel Notes

The Eel category now includes common, electric, giant, and weed eels as separate White Box creature entries converted from the Field Guide Omnibus.

Common eels are territorial reef and crevice ambush predators. Electric eels can release a stunning burst of electricity in water. Giant eels are larger aquatic predators, with one in six able to emit an electrical shock. Weed eels are venomous ambushers whose camouflage lets them surprise prey among seaweed-like colonies.

See Also

Other creatures in the Eel category: Eel, Common, Eel, Electric, Eel, Weed.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.