Storm Giants

by Sonixerse

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Storm Giants

Of all true giants, storm giants are considered to be the largest and most powerful. However, despite their tremendous size, very few mortals have even seen storm giants as they are incredibly reclusive, living in complete isolation, even from their other kin

These giants are known to make their homes in the most inaccessible of locations such as underwater rifts, cloudy fortresses, or precipitous mountain peaks.

Secluded Oracles

In general, storm giants rarely interact with the outside world. Despite their supreme role within the hierarchy of the ordening, they rarely concern themselves with the affairs of other giantkin. In fact, storm giants rarely even interact with those of their own kind. Storm giants prefer to use their seclusion to gain a better understanding of the world and the universe itself. Because of this, storm giants are able to gain foresight into the future due to their observation of various patterns and phenomena throughout time. Because of their gift, many storm giants are often viewed as oracles and even minor gods to many societies who seek out their wisdom. I

Storm Giant Tactics

Despite their reclusive lives, a storm giant can prove to be a terrible foe to those that draw their ire. The sheer strength of a storm giant is unmatched, rivaling that of the most ancient and powerful of creatures such as dragons, archfiends, and powerful celestials. In addition to their immense strength, storm giants possess a deep connection to the seas and skies and are capable of summoning thunderbolts and maelstroms to annihilate those who stand in their path.

Storm Channelers

The storm giants battle strategy is pretty straightforward. When threatened, the storm giant's first tactic is to immobilize as many enemies as possible with its lightning bolts or powerful spells such as Cone of Cold or Maelstrom. Once its enemy has been immobilized, the storm giant will proceed to assault survivors using brute force. If possible, storm giants will utilize their affinity to air magic to maintain distance from its foes, pelting them under a volley of boulders and lightning bolts while pushing those that get too close. If the battle seems to turn against the storm giant, it will simply mask its escape with a layer of fog before retreating to the safety of the clouds or waves.



Storm Giant

Huge Giant, varies


  • Armor Class 17(Natural Armor)
  • Hit Points 230 (20d12+100)
  • Speed 50ft., swim 50ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 12 (+1) 16 (+3) 16 (+3)

  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Arcana +6, Athletics +14, History +6, Perception +9
  • Senses passive Perception 17
  • Damage Immunities Cold, Lightning
  • Languages Giant
  • Proficiency Bonus +5
  • Challenge 14 (11500 xp)

Amphibious The Storm Giant can breathe air and water

Powerful Swimmer The Storm Giant can swim through difficult terrain caused by strong winds without needing to make an ability check or spend additional movement.

Stormy Sight The Storm Giant's vision is not obscured by fog or heavy rainfall.

Endurance If the Storm Giant fails a Constitution saving throw against an effect that deals damage, it takes half damage and none on a success

Siege Monster The Storm Giant can deal double damage to buildings and objects

Titanic Strength The Storm Giant has advantage on Strength ability checks and saving throws against creatures at least one size smaller than it

Innate Spellcasting

The Storm Giant's innate spellcasting ability is Charisma(spell save DC 17). It can innately cast the following spells, requiring no material components.

At Will Control Water, Fog Cloud, Water Breathing

3/day each Control Weather, Chain Lightning, Cone of Cold, Maelstorm

1/day each: Tsunami, Whirlwind

Actions

Multiattack. The Storm Giant can make two attacks with its Storm Claymore

Storm Claymore. Melee Weapon Attack: +14 to hit, 10ft., one target. Hit 23(4d6+9) bludgeoning damage + 9(2d8) lightning damage. On a hit, creatures within 10ft. of the target takes 9(2d8) lightning damage as well.

On a hit, the Large or smaller target must succeed a DC 22 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +14 to hit, 60/240ft., one target. Hit 64(10d10+9) bludgeoning damage. On a hit, the target must succeed a DC 22 Strength saving throw or be knocked prone and restrained. Creatures restrained in this manner must use its action to break free with a successful DC 22 Strength saving throw.

Thunderbolt(Recharge 5-6) The Storm Giant can throw a lightning bolt at a point it can see within 300ft. of it. Each creature within a 20ft. radius of that point must succeed a DC 17 Constitution saving throw or take 45 (10d8) lightning damage and is paralyzed for one minute. Paralyzed creatures can repeat its saving throw at the end of each of its turns to end the effect on a successful saving throw.

Bonus Actions

Tempest's Fury As a bonus action, the Storm Giant conjure a gust in a 30ft. cone centered on the Storm Giant. Creatures within range must succeed a DC 17 Strength saving throw or be pushed back 10ft. and knocked prone.

 

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