Huge giant, chaotic good
- Armor Class
- 16
- Hit Points
- 230 (20d12 + 100)
- Speed
- fly 25 ft. (hover), swim 50 ft., 50 ft., canHover true ft.
- Challenge
- 13 (10,000 XP)
STR
29
+9
DEX
14
+2
CON
20
+5
INT
16
+3
WIS
20
+5
CHA
18
+4
- Saving Throws
- Cha +9, Con +10, Str +14, Wis +10
- Skills
- Arcana +8, History +8, Athletics +14, Perception +10
- Damage Resistances
- cold
- Damage Immunities
- lightning; thunder
- Senses
- Darkvision 120 ft., Truesight 30 ft., passive Perception 20
- Languages
- Common, Giant
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 5.
dex DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. 55 (10d10) Lightning damage. Half damage.
Spellcasting
Spellcasting.
The giant casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 18):