Hold of the Storm Giants

Copyright Wizards of the Coast

Storm Giants

Ranked first among the ordning of all things, storm giants stand astride the world, guiding the fates of lesser beings in their quest to restore a true and lasting order to the world. In the solitude of deep ocean trenches and snow-capped mountains, storm giants meditate upon their future course, preparing for the moments of critical intervention their path will require of them.

Storm Giant Social Encounters

  • For years, a storm giant that lives upon a nearby mountain has ensured that the rains arrive when they are needed, but the land is gripped by a terrible drought, and the giant will not act until the omens dictate it is time. Whatever force has stilled the omens must be overcome, or else such omens must be manufactured to prod the giant from its torpor.
  • A galleon has sunk, laden with treasures looted from an island's native inhabitants by raiders from a great empire. The giant who sank the ship did so to claim the wood for a sculpture it is working on, and cares not for the treasure, though it insists that any who would claim the treasure must collect it themselves from his benthic lair. The empire has offered a great fee for any who might recover the sunken treasure, and additionally the treasures hold great political significance among the island's denizens, and might be used to galvanize still-greater efforts of resistance.
  • An evil rain has settled over a valley overlooked by a storm-giant's keep, one that falls upward instead of down, one that the giant's powers over weather cannot disperse or dispel. Furthermore, the omens dictate that unless the cloud can be made to move on, it will parch the valley utterly, rendering it uninhabitable for all the valley's denizens.

Storm Giant Lore

Arcana DC 10: Storm giants all possess an innate aptitude for divination, able to detect and interpret connections between seemingly unrelated things to predict the near future. As powerful as this ability is, however, storm giants are known to overrely on it, leaving them unprepared to deal with rapid, impulsive action.
History DC 10: Creatures of giant scale are often known to be difficult to inflict significant harm on without actively creating an opening to do so.
Nature DC 15: Storm giants rarely fight each other, as their innate command of lightning would only empower their rivals and lead to a brutal and exhausting slog for both parties. As such, conflicts are typically resolved by furiously consulting the omens to determine who would win in a fight, obviating the need to actually come to blows.

Storm Giant Tactics

Storm giants open with their lightning strike, ideally choosing a creature close enough to them that they get hit with the splash damage as well. They ordinarily prefer to make two attacks with their multiattack, but will replace one with Howling Winds whenever a creature successfully climbs onto them or manages to surround them

Storm Giant Oracle Tactics

The oracle uses its Mark the Omens each turn, distributing low rolls to enemies and high rolls to allies. Whenever possible, the giant throws its iron beads into the air, waiting until an opponent has a particularly strong turn before bringing each of them down on it.



Storm Giant

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 16 (Scale Mail)
  • Hit Points 184 (16d12 + 80)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 16 (+3)

  • Saving Throws STR +14, CON +10, WIS +9, CHA +9
  • Skills Arcana +8, History +8, Perception +9
  • Damage Resistances Cold; Attacks made without advantage
  • Damage Immunities Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 19
  • Languages Common, Giant, Jotunuvuar
  • Challenge 13 (10,000 XP)

Sea-Strength. The giant can breathe air and water. The range of its attacks is doubled while underwater.

Crackling Power. Whenever the giant is dealt any lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage on a hit.

Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions.

A character whose controlling player declares what they are doing on their turn within five seconds has advantage that turn on attacks that target the giant.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The giant makes two attacks with its Booming Greatsword, one of which it can replace with a use of its Howling Winds.

Booming Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage and the creature is pushed 15 feet away.

Each other creature within 5 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage as thunder damage and be pushed 5 feet away from the target.

Howling Winds (3rd Level Spell). Winds tear forth from the giant, forcing each creature within 30 feet to succeed on a DC 22 Strength saving throw or be pushed 15 feet away and knocked prone.

A creature that fails this save by 5 or more is blown an additional 15 feet away.

Lightning Strike (Recharge 5–6). The giant calls down a magical lightning bolt in a 15 foot diameter column centered on a point it can see within 500 feet.

Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage, or half as much on a success.

Reactions

Forked Fury (1/Day). When the giant is reduced below 116 hit points, it can immediately recharge its Lightning Strike and use it, targeting itself.

Design Intent: Dealing Damage vs. Taking Damage. A creature is dealt a type of damage whenever they are affected by something that deals that damage type, even if they reduce the damage taken to 0.

A creature takes that damage only when it loses hit points or temporary hit points as a result of that damage.

The 5e MM uses the wording "would take" in places where I prefer to use "is dealt", which is grammatically correct but which I personally find confusing.

Solitary Storm Giant

Jean-Paul Balmet



Storm Giant Oracle

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 16 (Scale Mail)
  • Hit Points 210 (20d12 + 80)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 19 (+4) 17 (+3) 21 (+5) 16 (+3)

  • Saving Throws STR +12, CON +9, WIS +10, CHA +9
  • Skills Arcana +8, Athletics +14, History +8, Perception +10
  • Damage Resistances Cold; Attacks made without advantage
  • Damage Immunities Lightning, Thunder
  • Senses Blindsight 80 ft. (blind beyond this radius) Passive Perception 20
  • Languages Common, Giant, Jotunuvuar
  • Challenge 14 (11,500 XP)

Sea-Strength. The giant can breathe air and water. The range of its attacks is doubled while underwater.

Crackling Power. Whenever the giant is dealt any lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage on a hit.

Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions.

A character whose controlling player declares what they are doing on their turn within five seconds has advantage that turn on attacks that target the giant.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The giant makes three attacks with its Iron Beads, one of which it can replace with a use of its Mark the Omens.

Iron Beads. Melee or Ranged Weapon Attack: +14 to hit, reach 15 ft. or range 80/320 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage.

While outdoors, the giant may fling the bead high into the air instead of choosing a target.

Until the beginning of the giant's next turn, when a creature ends its turn within 320 feet of the giant, the giant can force the creature to succeed on a DC 18 Dexterity saving throw or take the attack's damage.

Mark the Omens. The giant rolls two D20s and assigns each of them in secret to a creature it can see within 60 feet. The next time that creature makes an attack or saving throw in the next minute, it uses the value rolled by the giant, instead of rolling.

Oracle's Curse. The giant shares its many visions of possible futures with a creature it can see within 15 feet, forcing it to succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and be Blinded until the end of the giant's next turn.

On a success, a creature takes half as much damage and has advantage on all attacks and saving throws until the end of the giant's next turn.

Lightning Strike (Recharge 5–6). The giant calls down a magical lightning bolt in a 15 foot diameter column centered on a point it can see within 500 feet.

Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage, or half as much on a success.

Reactions

Alter Fate. When a creature the giant can see within 30 feet makes a saving throw, the giant can add or subtract 1d4 from its result.

Paddling Over a Storm Giant

Copyright Wizards of the Coast

Storm Giant Quintessent Tactics

Storm giant quintessents orbit around a battlefield, spraying bolt barrages at as many foes as possible and using their Traveling Thundercloud to flee to safe ground whenever cornered. They use their Lightning Strike whenever available. The quintessent tries to end its turn at least 60 ft. away from any foe to maximize the chances of striking itself or a friendly giant with its Storm-Followed trait.

Rules Clarification. For the bolt barrage, you make a single attack roll that you may apply to up to three different targets. If affected by the giant's Crackling Power, each target takes the additional damage.

Storm Giant Paramount Tactics

The paramount uses its ordning of prophecy to guard against whatever element the spellcasters in the party employ most frequently.

Once combat commences, the paramount begins by planting spines with its gildspine greatbow, spreading out its targets a bit to create options later, then alternates between its bow and its impaling slam, depending on whether it begins its turn with a creature grappled and a nearby spine.

When at least four spines are planted, the giant begins using its Arcing Bolt whenever available, bouncing between spines to hit as many foes as possible.

Storm Giant Quintessent

Copyright Wizards of the Coast

Storm Giant King Hekaton

Tyler Jakobson



Storm Giant Quintessent

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 17 (Half Plate)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 20 (+5) 16 (+3) 20 (+5) 16 (+3)

  • Saving Throws STR +13, CON +10, WIS +10, CHA +9
  • Skills Arcana +8, Athletics +13, History +8, Perception +10
  • Damage Resistances Cold; Attacks made without advantage
  • Damage Immunities Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 20
  • Languages Common, Giant, Jotunuvuar
  • Challenge 16 (15,000 XP)

Storm-Followed. Stormy weather always accompanies the giant's presence. At the beginning of each of the giant's turns, roll a d20.

Each creature within 60 feet with an initiative equal to the number rolled must succeed on a DC 18 Dexterity saving throw or be struck by lightning, taking 16 (3d10) lightning damage.

Sea-Strength. The giant can breathe air and water. The range of its attacks is doubled while underwater.

Crackling Power. Whenever the giant is dealt any lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage on a hit.

Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions.

A character whose controlling player declares what they are doing on their turn within five seconds has advantage that turn on attacks that target the giant.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Actions

Multiattack. The giant uses its bolt barrage twice, one of which it can replace with a use of its Traveling Thundercloud.

Bolt Barrage. Ranged Spell Attack: +14 to hit, range 120 ft., up to three targets. Hit: 9 (2d8) lightning damage.

Traveling Thundercloud (Concentration). The giant becomes insubstantial until the end of its next turn, gaining a 50 foot fly speed and resistance to all damage. While in this form, the giant cannot use its Multiattack.

Lightning Strike (Recharge 4–6). Lightning Strike (Recharge 5–6). The giant calls down a magical lightning bolt in a 15 foot diameter column centered on a point it can see within 500 feet.

Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 54 (12d8) lightning damage, or half as much on a success.

Reactions

Fury of the Storm. When the giant is reduced below 115 hit points, it can force each creature within 60 feet to make a saving throw against its Storm-Followed trait.

Hall of Storm Giants

Johannes Voss



Storm Giant Paramount

Huge giant, neutral good (50%) or neutral evil (50%)


  • Armor Class 18 (Plate Armor)
  • Hit Points 300 (24d12 + 144)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
29 (+9) 19 (+4) 22 (+6) 22 (+6) 19 (+4) 18 (+4)

  • Saving Throws STR +15, CON +12, WIS +10, CHA +10
  • Skills Arcana +12, History +12, Perception +10
  • Damage Resistances Cold; Attacks made without advantage
  • Damage Immunities Lightning, Thunder
  • Senses Darkvision 60 ft., Passive Perception 20
  • Languages Common, Giant, Jotunuvuar
  • Challenge 18 (20,000 XP)

Sea-Strength. The giant can breathe air and water. The range of its attacks is doubled while underwater.

Crackling Power. Whenever the giant is dealt any lightning damage, its speed doubles until the end of its next turn, and the next attack it makes before the end of its next turn deals an extra 21 (6d6) lightning damage on a hit.

Shifting Omens. The giant relies on reading omens to predict its opponents next move, making it vulnerable to rapid, unconscious decisions.

A character whose controlling player declares what they are doing on their turn within five seconds has advantage that turn on attacks that target the giant.

Giant Stature. Attacks made against the giant by a creature Attached to it have advantage, and the giant has disadvantage on attacks it makes against creatures Attached to it.

Ordning of Prophecy. When initiative is rolled, each friendly giant within 60 feet gains resistance to the paramount's choice of Acid, Fire, Force, Necrotic, or Radiant damage for the next minute, representing magics cast earlier in the day in response to cryptic omens.

This effect ends early if the paramount dies, or if nullified by an effect such as Dispel Magic (dispel DC 18).

Actions

Multiattack. The giant makes two attacks with its Gildspine Greatbow.

Gildspine Greatbow. Ranged Weapon Attack: +10 to hit, range 300/1200 ft., one target. Hit: 40 (8d8 + 4) piercing damage and the target is knocked prone.

On a hit or miss, a twelve foot spike of gilded iron is planted in the target's location (AC 20, 10 HP), and the target is pushed 5 feet away.

Each other creature within 5 feet of the target must succeed on a DC 22 Dexterity saving throw or take half the attack's damage and be pushed 5 feet away.

Impaling Slam. The giant slams a creature grappled by it onto a spike within 15 feet, forcing it to make a DC 23 Constitution saving throw.

On a failure, the creature takes 99 (18d10) piercing damage and is restrained on the spike (escape DC 23), or takes half as much damage and is released from the giant's grapple on a success.

If the spike is destroyed, each creature restrained by it is released.

Arcing Bolt (Recharge 5–6). The giant hurls a magical lightning bolt in a 500-foot line that is 10 feet wide. Whenever the bolt contacts one of the giant's iron spines, the giant can change its trajectory by up to 90 degrees.

Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 63 (14d8) lightning damage, or half as much damage on a success.

Reactions

Sparkstep. When a creature the giant can see within 60 feet is dealt any lightning damage, the giant can teleport to an unoccupied space within 15 feet of it. Creatures grappled by the giant are not teleported with it.

Thunderous Leap (1/Day). When the giant is reduced below 151 hit points, it can leap up to 50 feet and Levitate until the beginning of its next turn.

At the beginning of its next turn, the giant crashes to earth, forcing each creature within 15 feet of where it lands to succeed on a DC 23 Constitution saving throw or take 18 (4d8) thunder damage and be pushed 15 feet away.

Legendary Actions

The giant can take 3 legendary actions, choosing from the options below.

Sweeping Grasp. The giant reachees for a creature within 15 feet, forcing it to succeed on a DC 23 Dexterity saving throw or be grappled (escape DC 23). While the giant has a creature grappled, it cannot use its Gildspine Greatbow.

Hurl. The giant hurls a creature grappled by it up to 30 feet, forcing it to succeed on a DC 23 Dexterity saving throw or fall prone and take 10 (3d6) bludgeoning damage.

Galvanize. The giant deals 9 (2d8) lightning damage to itself or a creature within 5 feet of it. This damage treats immunity to lightning damage as resistance.

Art Credits

  • Hold of the Storm Giants copyright Wizards of the Coast
  • Solitary Storm Giant by Jean-Paul Balmet
  • Paddling Over a Storm Giant copyright Wizards of the Coast

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  • Storm Giant Quintessent copyright Wizards of the Coast
  • Storm Giant King Hekaton by Tyler Jakobson
  • Hall of Storm Giants by Johanes Voss
  • Bisk, Goblin King by Rae Elderidge

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Art Credits

  • Basilisk by Ilya Shkipin
  • Turntimber Basilisk by Goran Josic
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  • Bulette by Ben Wooten
  • Gohbrorn copyright Wizards of the Coast
  • Displacer Beast by Michael Komarck

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Want more monsters like this? Come check
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