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Storm Giant

Huge Giant, chaotic good

CR 13

10,000 XP

AC: 16 (scale mail)
HP: 230 (20d12+100)
Speed: walk 50 ft. , swim 50 ft.
Skills: Arcana +8, Athletics +14, History +8, Perception +9
Senses: passive Perception 19
Languages: Common, Giant
STR
29
+9
DEX
14
+2
CON
20
+5
INT
16
+3
WIS
18
+4
CHA
18
+4

Special Abilities

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 (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.

Quick Reference

Challenge: CR 13
Type: Giant
Size: Huge
Alignment: chaotic good
Best for party of 4 at level 11-13

Running This Encounter

Position the Storm Giant in a dramatic, elevated location to leverage its ranged superiority with lightning bolt spells and rock throws. Use legendary actions to maintain pressure on multiple party members simultaneously, forcing the party to manage both melee and magical threats. Consider allies like elementals or giants to create a multi-phase encounter that prevents the party from focusing solely on the Storm Giant.

Combat Tactics

The Storm Giant prioritizes ranged attacks and spell casting, using lightning bolt to damage groups and reserving melee attacks for enemies that close in. It uses its legendary actions to attack twice per round and cast spells, making it extremely difficult to lock down in single combat.

Environment & Setting

A mountain peak during a raging storm, a castle tower, or an air elemental plane creates atmospheric tension. High ground and difficult terrain should reward tactics like flight or climbing while punishing direct approaches.