- Armor Class
- 16 (scale mail)
- Hit Points
- 230 (20d12+100)
- Speed
- 50 ft., swim 50 ft.
- Challenge
- 13 (10,000 XP)
- Proficiency bonus
- +5
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 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
Traits
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: detect magic, feather fall, levitate, light
3/day each: control weather, water breathing
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.
A storm giant is worth 10,000 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many storm giants fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 7 other challenge 13 monsters in the SRD 5.1, the storm giant has more hit points than 7 of them, which makes it one of the toughest at its CR. See every CR 13 monster.
Storm Giant 2024 stat block
The 2024 Monster Manual revised the storm giant, and the SRD 5.2 carries the new stat block. What changed:
- Speed: 50 ft., swim 50 ft. → 50 ft., fly 25 ft. (hover), swim 50 ft..
- Ability scores: WIS 18 → 20.
- New in its stat block: Storm Sword, Thunderbolt, Lightning Storm and Spellcasting.
- Gone from it: Innate Spellcasting, Greatsword, Rock and Lightning Strike.
- Armor Class
- 16
- Hit Points
- 230 (20d12 + 100)
- Speed
- 50 ft., fly 25 ft. (hover), swim 50 ft.
- Challenge
- 13 (10,000 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 20 (+5) | 18 (+4) |
- 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 (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