Storm Giant
Huge Giant chaotic good
- Armour class
- 16
- Hit points
- 230 (20d12+100)
- Speed
- walk 50 ft., swim 50 ft.
- Challenge
- 13
- STR 29 (+9)
- DEX 14 (+2)
- CON 20 (+5)
- INT 16 (+3)
- WIS 18 (+4)
- CHA 18 (+4)
- Senses
- passive Perception 19
- Languages
- Common, Giant
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
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Lightning Strike. 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.
Multiattack. The giant makes two greatsword attacks.
Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
System Reference Document 5.1 · Creative Commons Attribution 4.0
Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.