Storm Giant
Huge Giant — CR 13
- Hit Dice
- 19d8+114 (199 hp)
- Initiative
- +2
- Speed
- Land 35 ft, in breastplate; base 50 ft.
- Armor Class
- 27, touch 10, flat-footed 25
- Base Attack / Grapple
- +14/+36
- Attack
- Greatsword +26 melee (4d6+21/19-20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3)
- Full Attack
- Greatsword +26/21/16 melee (4d6+21/19-20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/-9/14 ranged (3d6+14/x3)
- STR
- 39
- DEX
- 14
- CON
- 23
- INT
- 16
- WIS
- 20
- CHA
- 15
- Fort / Ref / Will
- +17 / +8 / +13
- Challenge Rating
- 13
- Alignment
- Often Chaotic-Good
- Organization
- Solitary or family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th level plus 1–2 toes, 2–5 griffons, or 2–8 sea cats)
- Treasure
- Standard coins; double goods; standard items
- Environment
- Mountains
- Level Adjustment
- —
- Caster Level
- 20
Special Abilities
Feats
This giant resembles a well-formed human of enormous proportions. It has light green skin, dark green hair, and glittering emerald eyes.
Description
Giants combine great size with great strength, giving them an unparalleled ability to wreak destruction upon anyone or anything unfortunate enough to get in their way.
Giants have a reputation for crudeness and stupidity that is not undeserved, especially among the evil varieties. Most rely on their tremendous strength to solve problems, reasoning that any difficulty that won’t succumb to brute force isn’t worth worrying about. Giants usually subsist by hunting and raiding, taking what they like from creatures weaker than themselves.
All giants speak Giant. Those with Intelligence scores of 10 or higher also speak Common.
Storm giants are gentle and reclusive. They are usually tolerant of others but can be very dangerous when angry.
Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old.
Storm giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circles being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.
Storm giants usually carry their bags attached to their belts instead of as shoulder sacks. Each of these bags holds a simple musical instrument (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 downright primitive), but well crafted and maintained.
Combat
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They have enough cunning to soften up a foe with ranged attacks first, if they can.
Storm giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet.
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, 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 one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: A storm giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
About 20% of adult storm giants are sorcerers or clerics. A storm giant cleric has access to two of the following domains: Chaos, Good, Protection, or War.