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Storm Giant

Creature 13 — amphibious, giant, humanoid

Pre-Remaster content. May include legacy alignment.

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 al

Source: pathfinder-bestiary (Pre-Remaster)

Perception +24
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 Ref +21 Will +23
HP 235
Immunities electricity
Speed 35 feet, swim 30 feet

Offense

Melee Greatsword +28, Damage 2d12+16 slashing plus 1d6 electricity
Melee Fist +27, Damage 2d8+16 bludgeoning plus 1d6 electricity
Ranged Rock +37, Damage 2d10+16 bludgeoning

Abilities

Constant Spells — Constant Spells
Catch Rock — Catch Rock
Lightning Blade (electricity, 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 — Throw Rock
Wide Swing — 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.

Spells

Chain Lightning (rank 6)
Control Weather (At Will) (rank 5)
Freedom of Movement (Constant) (rank 4)
Levitate (At Will) (rank 3)

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