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Habitat: Coastal, Underwater; Treasure: Armaments

Among the tallest giants, storm giants live amid extreme forces of nature. In palaces at the bottom of the sea and castles floating amid the clouds, they revel in the power of mighty storms. When angered, they can shape the weather and call down devastating lightning. More often, though, these giants watch the rise and fall of nations and interpret supernatural omens, interfering in the world only when they’re needed most.

Traits

Amphibious. The giant can breathe air and water.

Actions

Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.

Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.

Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.

Lightning Storm (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Light

1/Day: Control Weather


Storm Giant

Huge Giant, Chaotic Good
  • Armor Class 16
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., Fly 25 ft. (hover), Swim 50 ft.
  • Initiative +7 (17)
STR
29 (9)
DEX
14 (2)
CON
20 (5)
INT
16 (3)
WIS
20 (5)
CHA
18 (4)
  • Saving Throws Str +14, Dex +2, Con +10, Int +3, Wis +10, Cha +9
  • Skills Arcana +8, Athletics +14, History +8, Perception +10
  • Damage Resistance Cold
  • Damage Immunities Lightning, Thunder
  • Senses Darkvision 120 ft., Truesight 30 ft, passive Perception 20
  • Languages Common, Giant
  • Challenge 13 (10000 XP)
  • Habitat Coastal, Underwater
  • Treasure Armaments
  • Amphibious. The giant can breathe air and water.

Actions


  • Multiattack. The giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
  • Storm Sword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (4d6 + 9) Slashing damage plus (3d8)Lightning damage.
  • Thunderbolt. Ranged Weapon Attack: +14 to hit, reach 500 ft., one target. Hit: (2d12 + 9) Lightning damage. The target has the Blinded and Deafened conditions until the start of the giant's next turn.
  • Lightning Storm (Recharge 5–6). *Dexterity Saving Throw:* DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. *Failure:* 55 (or [[10d10]] (10d10)) Lightning damage. *Success:* Half damage.
  • Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Light 1/Day: Control Weather
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