Storm Giant

Huge giant, Chaotic Good

Armor Class

16 (scale mail)

Hit Points

230 (20d12+100)

Speed

walk 50 ft., swim 50 ft.

Saves

Str +14, Con +10, Wis +9, Cha +9

Skills

Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances

cold

Damage Immunities

lightning, thunder

Languages

Common, Giant

Challenge

13

Amphibious

The giant can breathe air and water.

Innate Spellcasting

The giant'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

Actions

Multiattack

The giant makes two greatsword attacks.

Greatsword

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock

Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5-6)

The giant 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.

Variant: New Giant Options

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 the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant'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.