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Storm GiantCreature 13


CGHugeAmphibiousGiantHumanoid
Source Pathfinder Bestiary
Perception +24 (low-light vision)
Languages Auran, Common, Draconic, Jotun
Skills Acrobatics +20, Athletics +27, Crafting +24, Intimidation +24, Performance +22
Str +8, Dex +1, Con +6, Int +3, Wis +5, Cha +2

AC 34; Fort +28; Reflex +21; Will +23;
HP 235
Speed 35 feet (swim 30 feet)
Immunities electricity

Greatsword One Action +28 (+23, +18) to hit (magical, reach 15, versatile p) 2d12+16 Slashing + 1d6 Electricity
Fist One Action +27 (+23, +19) to hit (agile, reach 15) 2d8+16 Bludgeoning + 1d6 Electricity
Rock One Action +37 (+32, +27) to hit (brutal, range increment 120) 2d10+16 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Lightning Blade Three Actions (electricity, evocation, primal)

The storm giant raises one hand to the sky, channeling a bolt of lightning into the blade held in the other. The giant makes a greatsword Strike with a -2 circumstance penalty against each creature within its reach.

It makes only one attack roll and compares the result against each creature's AC. This Strike deals an additional 3d12 electricity damage and counts as two attacks for the giant's multiple attack penalty.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Wide Swing One Action

The storm giant makes a single greatsword Strike and compares the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant's multiple attack penalty.


Arcane Innate Spells (DC 33, +25 to hit)

3rd Level: Levitate (At Will)
4th Level: Freedom of Movement (Constant)
5th Level: Control Weather (At Will)
6th Level: Chain Lightning


Storm giants are looming but benevolent stewards of sea and sky, often serving as the natural guardians of tropical islands, coastlines, or rocky archipelagos. Storm giants tend to rapidly shift in mood and behavior, one moment engaging in peaceful negotiation, the next unleashing unbridled ferocity against their foes. In this way, they embody both the fury of a raging tempest and the calm of a hurricane's eye. This can make them valuable allies who race to the aid of those in need, but their allies remain must be alert and mindful of their mood, as the giants can be quick to anger or aggressive when caution is most appropriate.

Most storm giants have complexions akin to the crystal blue of the ocean or the warm violet of a sky touched by the setting sun. Their hair tends to be dark purple, blue, or black, and their eyes often have a silvery sheen. A typical storm giant stands 21 feet tall, weighs 12,000 pounds, and lives to be about 600 years old.


Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Amphibious

An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.