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D&D 5th Edition

Compendium

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Storm Giant

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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

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 (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.

Attributes

AC
16 (Scale Mail)
Alignment
Chaotic Good
CHA
18
CON
20
Challenge Rating
13
DEX
14
HP
230 (20d12+100)
INT
16
Immunities
Lightning, Thunder
Languages
Common, Giant
Passive Perception
19
Resistances
Cold
Roll 0
Greatsword 1d20 + 14 6d6+9
Roll 1
Rock 1d20 + 14 4d12+9
Roll 2
Lightning Strike 1d20 + 0 12d8
STR
29
Saving Throws
Str +14, Con +10, Wis +9, Cha +9
Size
Huge
Skills
Arcana +8, Athletics +14, History +8, Perception +9
Speed
50 ft., swim 50 ft.
Spell Book
Detect Magic, Feather Fall, Levitate, Light, Control Weather, Water Breathing
Type
giant
WIS
18
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