16 (scale mail)
230 (20d12+100)
walk 50 ft., swim 50 ft.
Str +14, Con +10, Wis +9, Cha +9
Arcana +8, Athletics +14, History +8, Perception +9
cold
lightning, thunder
Common, Giant
13
Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders. Ideal: "It's the duty of the big to protect the small." Bond: "I'd give my life to defend my king and his royal line." Flaw: "I never question orders."
Nimir can breathe air and water.
Nimir's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: • At will: detect magic, feather fall, levitate, light • 3/Day each: control weather, water breathing
Nimir makes two greatsword attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Nimir hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option. Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of Nimir must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of Nimir's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.