Monster
Storm Giant
Official reference · MM · 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
- Chaotic 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
- arcana: +8; athletics: +14; history: +8; perception: +9
- Languages
- Common, Giant
- Resistances
- cold
- Immunities
- lightning, thunder
Traits
Amphibious
The giant can breathe air and water.
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.
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