← Back to the Bestiary

Storm Giant

Huge giant, chaotic good

Armor Class 16 (armor)

Hit Points 230 (20d12+100)

Speed 50 ft., swim 50 ft.

STR
29
+9
DEX
14
+2
CON
20
+5
INT
16
+3
WIS
18
+4
CHA
18
+4

Saving Throws STR +14, CON +10, WIS +9, CHA +9

Skills Arcana +8, Athletics +14, History +8, Perception +9

Damage Resistances cold

Damage Immunities lightning, thunder

Senses passive perception 19

Languages Common, Giant

Challenge 13 (10,000 XP)

Proficiency Bonus +5

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: , , , 3/day each: ,

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 (Recharge 5–6). 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.

Detect Magic

1st-level divination (ritual)

Casting Time 1 action

Range Self

Components V, S

Duration Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Open spell page →

Feather Fall

1st-level transmutation

Casting Time 1 reaction

Range 60 feet

Components V, M (A small feather or a piece of down)

Duration 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Open spell page →

Levitate

2nd-level transmutation

Casting Time 1 action

Range 60 feet

Components V, S, M (Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Duration Concentration, up to 10 minutes

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Open spell page →

Light

Evocation cantrip

Casting Time 1 action

Range Touch

Components V, M (A firefly or phosphorescent moss)

Duration 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.

Open spell page →

Control Weather

8th-level transmutation

Casting Time 10 minutes

Range Self

Components V, S, M (Burning incense and bits of earth and wood mixed in water)

Duration Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

##### Precipitation

StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard

##### Temperature

StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold

##### Wind

StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm
Open spell page →

Water Breathing

3rd-level transmutation (ritual)

Casting Time 1 action

Range 30 feet

Components V, S, M (A short piece of reed or straw)

Duration 24 hours

This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.

Open spell page →

Source: System Reference Document 5.1 (CC-BY-4.0).