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Storm Giant

Storm Giant
  • Size: Huge
  • Type: Giant
  • Alignment: Chaotic Good
  • AC: 16
  • Initiative: +7 (17)
  • HP: 230 (20d12 + 100)
  • Speed: 50 ft, Fly 25 ft. (hover), Swim 50 ft.
ATTRVALMODSAVE
STR29+9+14
DEX14+2+2
CON20+5+10
INT16+3+3
WIS20+5+10
CHA18+4+9
  • Skills: Arcana +8, Athletics +14, History +8, Perception +10
  • Resistances: Cold
  • Immunities: Lightning, Thunder
  • Senses: Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20
  • Languages: Common, Giant
  • CR: 13 (XP 10,000; PB +5)

Traits

Amphibious. The giant can breathe air and water.

Actions

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

Storm Sword. Melee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.

Thunderbolt. Ranged Attack Roll: +14, range 500 ft. Hit: 22 (2d12 + 9) Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant's next turn.

Lightning Storm (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10) Lightning damage. Success: Half damage.

Spellcasting. The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):

At Will: Detect Magic, Light 1/Day: Control Weather

Lore & Background

Storm giants are the most powerful and majestic of all giantkind, dwelling in cloud castles high above mountain peaks or in underwater palaces beneath tempestuous seas. These noble beings embody the raw power of weather and storm, commanding lightning, wind, and rain with the same ease that others might gesture with their hands. Their society values wisdom, honor, and the responsible use of tremendous power, making them natural leaders among giant communities and respected figures in the cosmic order.

Living in harmony with the elemental forces of air and water, storm giants spend their time in contemplation of cosmic mysteries, artistic pursuits, and the guidance of lesser beings. They view themselves as stewards of the natural world's most powerful forces, using their abilities to maintain weather patterns and protect important locations from both natural disasters and malevolent forces. Their long lifespans allow them to take a perspective that spans centuries, making them valuable sources of historical knowledge and wisdom.

Combat Tactics

Storm giants are devastating combatants who control the battlefield through weather manipulation and lightning attacks. They prefer to fight at range, using their ability to call down lightning bolts while summoning wind and rain to hamper enemy movement and visibility. Their mastery over storm magic allows them to create environmental hazards that persist throughout combat.

In battle, storm giants use their flight capabilities and weather control to maintain tactical superiority while raining destruction down on enemies from above. They can create localized storms that provide cover for allies while hindering enemies, and their legendary actions allow them to maintain constant pressure through repeated lightning strikes. When forced into melee combat, their enormous size and strength make them formidable opponents.

Encounter Ideas

1. The Weather Keeper A storm giant maintains the weather patterns for an entire region, but magical interference threatens to disrupt their work and cause catastrophic climate changes. The party must help identify and eliminate the source of interference while working with a being of immense power and responsibility.

2. The Cloud Castle The party needs to reach a storm giant's aerial stronghold to seek knowledge, assistance, or passage to other planes. Gaining access requires proving their worthiness while navigating the challenges of a castle that exists among the clouds.

3. The Divine Embassy A storm giant serves as an intermediary between mortal concerns and divine powers, helping to resolve conflicts that span multiple planes of existence. The party becomes involved when their actions attract the attention of cosmic forces.

4. The Storm Prophecy Ancient prophecies speak of a storm giant who will play a crucial role in preventing or causing a world-changing catastrophe. The party must determine whether they should aid or oppose this giant while dealing with the political implications of their choice.

Environmental Effects

  • Constant Storms: The giant's presence creates ongoing weather effects including wind, rain, and electrical activity
  • Lightning Attraction: Metal objects and creatures become more susceptible to lightning strikes in the giant's vicinity
  • Atmospheric Control: The giant can manipulate air pressure, temperature, and humidity within a large area
  • Planar Resonance: The giant's connection to elemental air creates weak points between the material plane and elemental planes

Treasure

  • Storm Orb (10000-50000 gp): Crystalline focus that allows control over weather patterns and storm magic
  • Lightning Weapons (5000-20000 gp): Weapons constantly charged with electrical energy that never dissipates
  • Cloud Silk (1000-5000 gp): Fabric woven from solidified cloud matter, lighter than air but strong as steel
  • Weather Instruments (2000-8000 gp): Devices that can predict and measure atmospheric conditions with perfect accuracy
  • Elemental Contracts (priceless): Agreements with air and water elementals that can be invoked for various purposes

Plot Hooks

1. The Silent Storm A storm giant has lost their connection to weather magic due to a curse or magical interference, leaving them powerless and desperate. The party must help restore their abilities while dealing with the environmental chaos caused by the missing weather control.

2. The Giant's Justice A storm giant seeks to punish those responsible for a great environmental crime, but their methods threaten to cause collateral damage to innocent communities. The party must find ways to satisfy the giant's sense of justice while protecting the innocent.

3. The Elemental War Conflicts between elemental forces threaten to spill over into the material plane, and a storm giant seeks mortal allies to help mediate the dispute. The party becomes involved in negotiations that could reshape the relationship between elemental planes.

4. The Weather Weapon A storm giant's power is being exploited by others who seek to use weather control as a weapon of mass destruction. The party must free the giant from this manipulation while preventing the misuse of their tremendous abilities.