MultiattackThe giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Storm Giant [2/2]Giant · CR 13
Storm Giant [2/2]Huge Giant, Chaotic Good
ACTIONS (cont.)
Storm SwordMelee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.
ThunderboltRanged 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.
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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Giant
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it continues on a second tent card instead of being truncated. Print both.
This stat block is long: it continues on a second card instead of being truncated. Print both.
Storm Giant [1/2]Giant · CR 13
Storm Giant [1/2]Huge Giant, Chaotic Good
STR+929
DEX+214
CON+520
INT+316
WIS+520
CHA+418
AC16
HP230
CR13
SPD50 ft., Fly 25 ft. (hover), Swim 50 ft.
TRAITS
AmphibiousThe giant can breathe air and water.
ACTIONS
MultiattackThe giant makes two attacks, using Storm Sword or Thunderbolt in any combination.
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Storm Giant [2/2]Giant · CR 13
Storm Giant [2/2]Huge Giant, Chaotic Good
ACTIONS (cont.)
Storm SwordMelee Attack Roll: +14, reach 10 ft. Hit: 23 (4d6 + 9) Slashing damage plus 13 (3d8) Lightning damage.
ThunderboltRanged 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.
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
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Pick “Save as PDF” as the destination in the print dialog.
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