Storm Giant

Huge / giant / Chaotic Good / CR 13

Armor Class16
Hit Points230 (20d12 + 100)
Speed50 ft, swim 50 ft
Challenge13
Proficiency+5
STR29+9
DEX14+2
CON20+5
INT16+3
WIS18+4
CHA18+4
Saving Throws

Strength +14, Constitution +10, Wisdom +9, Charisma +9

Skills

Arcana +8, Athletics +14, History +8, Perception +9

Initiative

+2

Languages

Common, Giant

Damage resistances

Cold

Damage immunities

Lightning, Thunder

Traits

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

Amphibious

The storm giant can breathe air and water.

Actions

Greatsword

action

Melee Weapon Attack: +14 to hit, reach 10 ft.. Hit: 30 (6d6 + 9) slashing damage.

Multiattack

action

The giant makes two greatsword attacks.

Rock

action

Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 60/240 ft.. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike

action

The storm giant hurls a magical lightning bolt at a point it can see within 500 ft. 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.

Prepared Spells

Control Weather, Detect Magic, Feather Fall, Levitate, Light, Water Breathing

Referenced spells