Storm Giant
Huge Giant, chaotic good
10,000 XP
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
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.