Talewrite

Storm Giant

Huge giant, chaotic good · 2014 rules, SRD 5.1

Armor Class
16 (armor)
Hit Points
230 (20d12+100)
Speed
50 ft., swim 50 ft.
STRDEXCONINTWISCHA
29 (+9)14 (+2)20 (+5)16 (+3)18 (+4)18 (+4)
Saving Throws
STR +14, CON +10, WIS +9, CHA +9
Skills
Arcana +8, Athletics +14, History +8, Perception +9
Senses
passive perception 19
Languages
Common, Giant
Challenge
13 (10,000 XP)

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 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. 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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).