Huge giant, lawful good
- Armor Class
- 16 (scale mail)
- Hit Points
- 230 (20d12 + 100)
- Speed
- swim 50 ft., 50 ft.
- Challenge
- 13 (10,000 XP)
- Saving Throws
- Cha +9, Con +10, Str +14, Wis +9
- Skills
- Insight +9, Athletics +14, Perception +9
- Damage Resistances
- cold
- Damage Immunities
- lightning; thunder
- Senses
- passive Perception 19
- Languages
- Common, Giant
Traits
Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.
Ideal: "It's the duty of the big to protect the small."
Bond: "I'd give my life to defend my king and his royal line."
Flaw: "I never question orders."
Nimir can breathe air and water.
Actions
Nimir makes two greatsword attacks.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
Nimir 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.
Spellcasting
Nimir casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):