Storm Giant
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Basic
Size: Huge
Type: giant
Alignment: chaotic good
Health
Hit Points: 230
Hit Dice: 20d12
HP Roll: 20d12+100
Armor
Type: armor
Value: 16
Movement
Walk: 50 ft.
Fly: None
Swim: 50 ft.
Ability Scores
Strength: 29
Dexterity: 14
Constitution: 20
Intelligence: 16
Wisdom: 18
Charisma: 18
Proficiencies
- Saving Throw: STR: +14
- Saving Throw: CON: +10
- Saving Throw: WIS: +9
- Saving Throw: CHA: +9
- Skill: Arcana: +8
- Skill: Athletics: +14
- Skill: History: +8
- Skill: Perception: +9
Senses
- passive_perception: 19
Damage Vulnerabilities
None
Damage Resistances
- cold
Damage Immunities
- lightning
- thunder
Condition Immunities
None
Special Abilities
- 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
- Level:
- Ability: CHA
- DC: 17
- Modifier:
- School:
-
Components Required:
- V
- S
-
Slots
-
Spells
- Level 1, Detect Magic
- Level 1, Feather Fall
- Level 2, Levitate
- Level 0, Light
- Level 8, Control Weather
- Level 3, 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: 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.
Legendary Actions
NoneOther Information
Languages: Common, Giant
Challenge Rating: 13
Proficiency Bonus: 5
XP: 10000