THE SHARED REFERENCE Adventurer

Monster

Nimir

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Official reference · SKT · 2014

Creature type
Giant
Size
Huge
Armor class
16 (scale mail)
Hit points
230 (20d12 + 100)
Speed
Walk 50 ft., Swim 50 ft.
Challenge rating
13
Alignment
Lawful Good
Strength
29
Dexterity
14
Constitution
20
Intelligence
16
Wisdom
18
Charisma
18
Passive Perception
19
Saving Throws
str: +14; con: +10; wis: +9; cha: +9
Skills
athletics: +14; insight: +9; perception: +9
Languages
Common, Giant
Resistances
cold
Immunities
lightning, thunder

Traits

Roleplaying Information

Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.

Ideal: "It's the duty of the big to protect the small."

Bond: "I'd give my life to defend my king and his royal line."

Flaw: "I never question orders."

Amphibious

Nimir can breathe air and water.

Actions

Multiattack

Nimir 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)

Nimir 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.

Spellcasting

Nimir casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic, levitate, light

1/day each: control weather (cast as 1 action), water breathing

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