Storm Giant

huge giant, chaotic good

Challenge 13 (10000 XP)

STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
18 (+4)

Defense

Armor Class 16 (natural)
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 25 ft., swim 50 ft.

Proficiencies & Senses

Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, Athletics +14, History +8, Perception +10
Languages Common, Giant
Darkvision 120 ft.
Truesight 30 ft.
Passive Perception 20

Traits

Damage Resistances Cold
Damage Immunities Lightning, Thunder

Traits

Amphibious

The monster can breathe air and water.

Actions

Multiattack

The monster makes two attacks, using Storm Sword or Thunderbolt in any combination.

Storm Sword

Melee Attack: +14 to hit. reach 10 ft. Hit: 4d6 + 9 slashing plus 3d8 lightning damage.

Thunderbolt

Ranged Attack: +14 to hit. range 500 ft. Hit: 2d12 + 9 lightning damage.

Lightning Storm

Dexterity Save: DC 18. target: 10-foot cylinder, creature. Failure: 10d10 lightning damage; success: half.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability: At Will: Detect Magic, Light 1/Day: Control Weather

Detect Magic

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Light

You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Control Weather

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. PrecipitationStageCondition1Clear2Light clouds3Overcast or ground fog4Rain, hail, or snow5Torrential rain, driving hail, or blizzardTemperatureStageCondition1Heat wave2Hot3Warm4Cool5Cold6FreezingWindStageCondition1Calm2Moderate wind3Strong wind4Gale5Storm