Storm Giant · CR 13
Type: Giant · Size: Huge · Grade: Supreme (capacity 10,000 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Colossal Heart - Storm | Unique | Supreme | 10,000 | Medicine or Survival 25 | light · 1 | Necrotic, Piercing, Poison | – |
| Dense Respiratory Collar | Unique | High | 1,000 | Medicine or Survival 20 | light · 1 | Necrotic, Slashing | Acid, Fire |
| Entrails | Unique | High | 1,000 | Medicine or Survival 20 | medium · 1 | Necrotic, Poison | – |
| Fingernail | Creature Part, Unique | High | 1,000 | Medicine or Survival 20 | medium · 1 | Fire, Necrotic, Slashing | Acid |
| Finger Pads | Elemental (Air) | High | 1,000 | Medicine or Survival 20 | medium · 1 | Fire, Necrotic, Slashing | Acid |
| Giant Skull | Bone, Trophy | High | 1,000 | Medicine or Survival 20 | heavy · 1 | Bludgeoning, Force, Thunder | – |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Supreme), DC 25.
- Cryohide – from Cold
- Shockproof Hide – from Lightning
- Soundproof Hide – from Thunder
- Blood Arcanum – from Innate Spellcasting
- Aquatic Locomotion Structure – from Swim
Part descriptions
Colossal Heart - Storm
A sea-green heart that now and then beats like distant thunder.
Use: whisper a prayer to fate (bonus action); the heart crumbles in a flash of lightning. If you cast a lightning spell of 1st level or higher before your turn ends, roll 1d4. On 2–4, the spell’s level and save DC rise by the roll (max 9th level). On a 1, fate turns on you: you are the target or the centre of the spell, and your lightning resistance or immunity doesn’t help.
Dense Respiratory Collar
A frog-like collar of skin around the neck, far denser and more porous than usual – it pulls a lot of air from water.
Good for: water-breathing items (good fit).
Entrails
A storm giant’s leathery entrails.
Good for: a belt of storm giant strength – it is a required ingredient.
Fingernail
Shavings from a storm giant’s fingernail.
Good for: a potion of storm giant strength – it is a required ingredient.
Statblock
Storm Giant – SRD 5.2
Huge Giant, Chaotic Good
AC 16 · HP 230 (20d12 + 100) · Speed 50 ft., Fly 25 ft., Swim 50 ft. (hover)
Score Save Score Save STR 29 (+9) +14 INT 16 (+3) +3 DEX 14 (+2) +2 WIS 20 (+5) +10 CON 20 (+5) +10 CHA 18 (+4) +9 Skills Arcana +8, Athletics +14, History +8, Perception +10
Resistances Cold
Immunities Lightning, Thunder
Senses Darkvision 120 ft., Truesight 30 ft.; Passive Perception 20
Languages Common, Giant
CR 13 (XP 10,000; PB +5)
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 each: Control Weather
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 189); SRD 5.1 (size) – part descriptions rewritten in our own words.