Storm Giant
Armor Class 16
Hit Points 230 (20d12+100)
Speed swim 50 ft., 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, athletics +14, history +8, 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/Ranged Weapon Attack: +14 to hit.
- Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
- Rock. Melee/Ranged Weapon Attack: +14 to hit.
- Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
- Lightning Strike (Recharge 5-6). Melee/Ranged Weapon Attack: +0 to hit.
- 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.