Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

D&D 5th Edition

Compendium

Type to search for a spell, item, class — anything!

Advertisement Create a free account

Storm Giant

Ready to play? Build unlimited D&D characters Create Now

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

Storm Giant

Huge giant, Chaotic Good
  • Armor Class 16 (Scale Mail)
  • Hit Points 230 (20d12+100)
  • Speed 50 ft., swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Arcana +8, Athletics +14, History +8, Perception +9
  • Damage Resistance Cold
  • Damage Immunities Lightning, Thunder
  • Senses passive Perception 19
  • Languages Common, Giant
  • Challenge 13 (10,000 XP)
  • 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: (6d6 + 9) slashing damage.
  • Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: (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.