Huge giant (true giant), chaotic good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
Proficiency Bonus +5
Proficiency Bonus +8 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
29 (+8) | 14 (+2) | 20 (+5) | 17 (+3) | 20 (+5) | 19 (+4) |
Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, thunder
Senses truesight 60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (15000 XP)
Amphibious. The giant can breathe air and water.
ACTIONS
- Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
- Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage.
- 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 javelin 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 options 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 (4d10) thunder
damage on a failed save, or half as much damage on a successful 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
Storm giant quintessents are the undying forms of storm giants who cling to existence by dispersing themselves into the storm surrounding their lairs. They are the rarest and most powerful of the giantkind, and they have forsaken their physical forms and most of their worldly possessions for a higher purpose. They seek to unravel the mysteries of fate and destiny, and to restore the glory of their god Annam and their race.
Storm giant quintessents have the same appearance as storm giants, except that they shed their armor and weapons. They have blue or purple skin, dark hair, and eyes that resemble storm clouds. They can form makeshift weapons out of thin air, such as swords made of lightning or javelins made of wind. These weapons disappear when the giant has no further use of them, or when the giant dies.
Storm giant quintessents can revert to their true giant form on a whim, or they can vanish and transform into a storm. While in storm form, they can’t take any actions other than lair actions, and they can’t be targeted by attacks, spells, or other effects. They can also use their magic to create various effects in their lairs, such as thunderclaps, fog, or gusts of wind.
COMBAT
Storm giant quintessents are formidable foes in combat, as they can deal massive damage with their melee attacks or their ranged attacks. They prefer to fight from a distance, using their lightning strike ability to electrocute their enemies or their spellcasting ability to manipulate the environment. They can also throw wind javelins with great accuracy and force, or use their lightning swords to slash through their opponents. Storm giant quintessents are resistant to cold damage and immune to lightning and thunder damage.
Storm giant quintessents are not easily provoked into combat, as they prefer to avoid unnecessary violence and focus on their omens. However, they will not hesitate to defend themselves or their allies if threatened or challenged. They are also loyal to their ordning and will fight against any enemies of the giantkind, especially dragons, whom they despise. Storm giant quintessents are proud and honorable warriors, who respect strength and courage in their foes.
Storm giant quintessents can take legendary actions at the end of another creature’s turn, such as creating a gust of wind, hurling a thunderbolt, or dispersing into a storm. They can also use lair actions on initiative count 20, such as creating a thunderclap, a sphere of fog, or a line of strong wind.
HABITAT / SOCIETY
Storm giant quintessents live in isolated locations that are close to the sea or the sky, such as coastal cliffs, mountaintops, or floating islands. They build impressive castles or palaces that reflect their wealth and power. They often have servants or allies from other races, such as cloud giants, aarakocra, or merfolk. Storm giant quintessents value art and culture, and enjoy music, poetry, and painting.
Storm giant quintessents are usually solitary or live in small family groups, as they do not trust other storm giants easily. They communicate with each other through dreams or omens, rather than direct contact. They rarely interact with other races, except for trading or diplomacy. Storm giant quintessents are benevolent and generous to those who show them respect and kindness, but they can also be wrathful and vengeful to those who offend them or harm their interests.
The region containing a storm giant quintessent’s lair is warped by the giant’s presence, which creates one or more of the following effects: high wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind; storms rage within 6 miles of the lair; creatures within 1 mile of the lair have disadvantage on Wisdom (Perception) checks that rely on hearing.
ECOLOGY
Storm giant quintessents feed on large animals such as whales, elephants, or dragons. They also consume a lot of seafood and fresh fruits. Storm giant quintessents have a lifespan of about 600 years, and reach maturity at around 100 years. They mate for life and produce one or two offspring every century. Storm giant quintessents care deeply for their children and teach them about their heritage and traditions.
Storm giant quintessents have a significant impact on the environment, as they can alter the weather and the climate with their magic. They can create storms, floods, droughts, or earthquakes to suit their needs or whims. They can also affect the balance of power in the world, as they can influence the fate of nations and empires with their omens and prophecies. Storm giant quintessents are revered and feared by many creatures, who see them as agents of destiny or divine wrath.