Encounters: Cormyrean Marshes - The Vast Swamp

Giant, Storm (CR 13)

Huge Giant (Electricity)
Alignment: Often chaotic good
Initiative: +2 (Dex); Senses: low-light vision, Listen +15, and Spot +25


AC: 27 (-2 size, +2 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 27
Hit Dice: 19d8+114 (199 hp)
Fort +17, Ref +8, Will +13


Speed: 50 ft., swim 40 ft. (35 ft., swim 30 ft. - breastplate)
Space: 15 ft./15 ft.
Base Attack +14; Grapple +36
Attack: Greatsword +26 melee; or slam +26 melee, or composite longbow (+14) +14 ranged
Full Attack: Greatsword +26/+21/+16 melee; or slam +26 melee, or composite longbow (+14) +14/+9/+4 ranged
Damage: Greatsword 4d6+21/19-20, slam 1d6+14, Composite longbow (+14) 3d6+14/x3
Special Attacks: Spell-like abilities


Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Special Qualities: Electricity immunity, rock catching, freedom of movement, water breathing
Feats: Awesome Blow; Cleave; Combat Reflexes; Improved Bull Rush; Improved Sunder; Iron Will; Power Attack
Skills: Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, and Swim +18*
Advancement: By character class


Climate/Terrain: Warm mountains
Organization: Solitary, gang (2-4), family (2-4 plus 35% noncombatants, plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)
Treasure: Standard coins, double goods, standard items


Source: Monster Manual

Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Storm giants use weapons and spell-like abilities instead of hurling rocks. Their outsize composite longbows have a range increment of 180 feet.

Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.

Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.

Water Breathing (Ex); Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills and Feats: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.

Storm giants usually carry pouches attached to their belts instead of shoulder sacks. These hold a simple musical instruments (usually a pan pipe or harp) and 2d4 mundane items. Other than the jewelry they wear, they prefer to leave their wealth in their lairs. A storm giant's possessions are usually simple (if not down right primitive), but well crafted and maintained.

Storm Giant Characters

About 20% of adult storm giants are sorcerers or clerics. Storm giant clerics can choose from two of the following domains: Chaos, Good, Protection, and War.

Faerûnian Random Encounters by Region and Locale