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Huge giant · CR 13

Storm Giant

Armor Class16
Hit Points230 (20d12+100)
Speed50 ft., swim 50 ft.
ChallengeCR 13 (10,000 XP)
STR
29
(+9)
DEX
14
(+2)
CON
20
(+5)
INT
16
(+3)
WIS
18
(+4)
CHA
18
(+4)
Saving ThrowsSTR +14, CON +10, WIS +9, CHA +9
SkillsArcana +8, Athletics +14, History +8, Perception +9
Resistancescold
Immunitieslightning, thunder
Sensespassive Perception 19
LanguagesCommon, Giant
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. 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.

Running Storm Giant in an encounter

As a CR 13 threat worth 10,000 XP, Storm Giant is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 13 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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