Free interactive D&D 5e SRD stat block

Storm Giant

Huge Giant, CR 13, AC 16, 230 HP. Chaotic Good.

Huge Giant, Chaotic Good

AC
16
Initiative
+7 (17)
HP
230 (20d12+100)
Speed
50 ft., Fly 25 ft. (hover), Swim 50 ft.
ScoreModSave
STR 29 +9 +14
DEX 14 +2 +2
CON 20 +5 +10
INT 16 +3 +3
WIS 20 +5 +10
CHA 18 +4 +9
Skills
Arcana +8 , Athletics +14 , History +8 , Perception +10
Resistances
Cold
Immunities
Lightning, Thunder
Senses
Darkvision 120 ft.; Truesight 30 ft.; Passive Perception 20
Languages
Common, Giant
CR
13 (XP 10,000; PB +5)

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

How to run Storm Giant

A storm giant on the party's side is a CR 13 oracle who happens to also throw lightning bolts. Chaotic Good and Wisdom 20 mean the giant probably sought the party out, not the other way around, and the alliance is conditional on the party serving a purpose the storm giant has divined from weather, currents, or sky-omen. Set that purpose openly and let the giant restate it whenever the party drifts.

In combat, the storm giant opens at range. Thunderbolt has a 500 ft. range at +14 for 22 lightning, plus the target is Blinded and Deafened until the giant's next turn. Use that on whatever enemy is currently controlling the battlefield: the enemy caster mid-spell, the archer commander shouting orders. Lightning Storm is the encounter-defining spike: 10 ft. radius, 40 ft. high cylinder, DC 18 Dex save, 55 lightning on a fail. Drop it on a tight enemy formation and watch the encounter pivot. Recharge 5-6 means the giant gets it back most rounds. Save Storm Sword (+14, 36 average per swing) for anything that closes to 10 ft.

The giant cannot be controlled by the party and should not behave like a hireling. They speak in pronouncements and they leave when their reading of the moment says to leave. Control Weather (1/day) is the campaign-shaping cast: clearing a sea voyage, bringing rain to a drought-struck farm, freezing a river so the party can cross. Make the party ask for it specifically and have the giant decide whether their reason is worthy. Lightning and Thunder immunity also means the giant walks through their own Lightning Storm with no concern, while the party must stay outside the cylinder; warn the players before they charge in.

Have the giant deliver one prophecy at the end of the alliance. One sentence, written down before session, that the party will spend three sessions interpreting wrong. The giant does not explain.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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