Page 135 - Monster Manual Expanded III Dragonix
P. 135
Storm Giant King
Considered the mightiest of all giants, the storm giant king is both
feared and revered by almost all giants. He often presides over a
court comprised of influential representatives from each race of
giant.
In combat, a storm giant king's power is almost unmatched.
Aside from his devastating melee attacks, he can also summon a
great storm that can unleash multiple lightning bolts.
Storm Giant King
Huge giant, chaotic good
Armor Class 16 (breastplate)
Hit Points 276 (24d12 + 120)
Speed 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 21 (+5) 18 (+4) 20 (+5) 20 (+5)
Saving Throws Str +15, Con +11, Wis +11, Cha +11
Skills Arcana +10, History +10, Insight +11, Perception +11
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 21
Languages Common, Giant
Challenge 20 (25,000 XP) Proficiency Bonus +6
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it
can choose to succeed instead.
down from the cloud to each point. Each creature within 5 feet of
Magic Weapons. The giant's weapon attacks are magical.
that point must make a DC 19 Dexterity saving throw. A creature
Actions takes 27 (6d8) lightning damage on a failed save, or half as much
damage on a successful one. A creature in the area of more than one
Multiattack. The giant makes two Greatsword attacks.
lightning bolt strike is affected only once. If a creature fails its saving
Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one throw by 5 or more, it is also incapacitated until the end of its next
target. Hit: 30 (6d6 + 9) slashing damage plus 4 (1d8) lightning turn. The storm cloud dissipates at the end of the turn.
damage.
Legendary Actions
Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one
The giant can take 3 legendary actions, choosing from the options
target. Hit: 35 (4d12 + 9) bludgeoning damage plus 14 (4d6)
below. Only one legendary action option can be used at a time and
thunder damage.
only at the end of another creature's turn. The giant regains spent
Innate Spellcasting. The giant's innate spellcasting ability is legendary actions at the start of its turn.
Charisma (spell save DC 19). It can innately cast the following
Thunder Step. The giant casts thunder step.
spells, requiring no material components:
Attack (Costs 2 Actions). The giant makes a melee or ranged attack.
At will: detect magic, feather fall, levitate, light, thunder step (3d10) Thunderbolt (Costs 2 Actions). The giant hurls a thunderbolt at a
3/day each: control weather, water breathing creature it can see within 600 feet of it. The target must make a DC
Lightning Storm (Recharges 5-6). A storm cloud instantly appears 19 Dexterity saving throw, taking 13 (3d8) lightning damage and 13
in the shape of a cylinder that is 10 feet tall with a 120-foot radius, (3d8) thunder damage on a failed save, or half as much damage on
centered on and directly above the giant. The giant chooses up to a successful one. If a creature fails its saving throw by 5 or more,
three points it can see under the cloud. A bolt of lightning flashes it is also incapacitated until the end of its next turn.
134
Bestiary

