All monsters

Storm Giant

Huge, giant, chaotic good

CR 13AC 16HP 230 (20d12)

Speed swim 50 ft, walk 50 ft

str
29
(+9)
dex
14
(+2)
con
20
(+5)
int
16
(+3)
wis
18
(+4)
cha
18
(+4)

Saving Throws CHA +9, CON +10, STR +14, WIS +9

Skills arcana +8, history +8, athletics +14, perception +9

Damage Resistances cold

Damage Immunities lightning, thunder

Senses passive_perception: 19

Languages Common, Giant

Traits

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. 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.

From the 5.1 SRD distributed by Wizards of the Coast under CC-BY 4.0. Dungeon Diary is not affiliated with or endorsed by Wizards of the Coast.