Page 152 - Volo's Guide to Monsters
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giant disperses it (no action required), and it can't be C - ; __ = 4 .; ... : - S - ¥ #I
dispersed by wind. STORM GIANT QUINTESSENT
• The giant creates a 60-foot-long, 10-foot-wide line of Huge giant (storm giant), chaotic good
strong wind ( or strong current within water) originat-
ing from a point anywhere in its lair. Each creature Armor Class 12
in that line must succeed on a DC 18 Strength saving Hit Points 230 (20dl2 + 100)
throw or be pushed 15 feet in the direction the wind Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
is blowing. The gust disperses gas or vapor, and it
extinguishes candles, torches, and similar unpro- STR DEX CON INT WIS CHA
tected flames in its area. Protected flames, such as 29 (+9) 14 (+2) 70 (+5) 17 (+3) 20 (+5) 19 (+4)
those of lanterns, have a 50 percent chance of being
extinguished. Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10
Regional Effects. The region containing a storm giant Damage Resistances cold; bludgeoning, piercing, and slashing
quintessent's lair is warped by the giant's presence, from nonmagical attacks
which creates one or more of the following effects: Damage Immunities lightning, thunder
Senses truesight 60 ft., passive Perception 20
• High wind blows within 1 mile of the lair, making it Languages Common, Giant
impossible to light a fire unless the location where the Challenge 16 (15,000 XP)
fire is lit is protected from the wind.
• Rain, snow, or blowing dust or sand (whichever is
Amphibious. The giant can breathe air and water.
most appropriate) is constant within 1 mile of the lair.
Rain causes rivers and streams to fill or overflow their
ACTIONS
banks; snow, dust, or sand form deep drifts or dunes.
Multiattack. The giant makes two Lightning Sword attacks or
• Flashes of lightning and peals of thunder are contin-
uses Wind Javelin twice.
ual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
regional effects end immediately. Rain, snow, and blow- one target. Hit: 40 (9d6 + 9) lightning damage.
ing dust abate gradually within ld8 days. Wind Javelin. The giant coalesces wind into a javelin-like form
and hurls it at a creature it can see within 600 feet of it. The
javetin is considered a magic weapon and deals 19 (3d6 + 9)
piercing damage to the target, striking unerringly. The javelin
disappears after it hits.
LEGENDARY ACTIONS
The giant can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. The giant
regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must
succeed on a DC 18 Strength saving throw or be pushed up
to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4dl0) thunder
damage on a failed save, or half as much damage on a suc-
cessful one.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end
this effect at the start of any of its turns, becoming a giant
once more and appearing in any location it chooses within
its lair. While dispersed, the giant can't take any actions other
than lair actions, and it can't be targeted by attacks, spells, or
other effects. The giant can't use this ability outside its lair,
nor can it use this ability if another creature is using a control
weaiher spell or similar magic to quell the storm.
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