Storm Giant
Creature 13 — amphibious, giant, humanoid
Pre-Remaster content. May include legacy alignment.
CrasherSniperLANDAQUATICgianthumanoidelectricity
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; low-light-vision
Languages common, draconic, jotun, sussuran
Skills acrobatics +20, athletics +27, crafting +24, intimidation +24, performance +22
Str
+8
Dex
+1
Con
+6
Int
+3
Wis
+5
Cha
+2
Items Greatsword, Sack for Holding Rocks
AC 34
Fort +28
Ref +21
Will +23
HP 235
Immunities electricity
Speed 35 feet, swim 30 feet
Offense
Melee Greatsword (magical, reach-15, versatile-p) +28, Damage 2d12+16 slashing plus 1d6 electricity
Melee Fist (agile, reach-15, unarmed) +27, Damage 2d8+16 bludgeoning plus 1d6 electricity
Ranged Rock (brutal) +37, range increment 120 feet, Damage 2d10+16 bludgeoning plus Rock
Abilities
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 —
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.
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 — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
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.
Arcane Innate Spells DC 33, attack +25
6th Chain Lightning (×3)
5th Control Weather (At Will)
4th Freedom of Movement (Constant)
3rd Levitate (At Will)
WORKS WELL WITH
WeaverLAND / AQUATICBattlefield control that groups enemies together maximizes the effectiveness of the creature's wide swing and lightning blade.
AnvilLAND / AQUATICA secondary frontliner shares enemy attention and lets the creature safely line up its area attacks without being swarmed.
MenderLAND / AQUATICSustained healing lets the creature remain in melee where its best area attacks and strongest strikes originate.
PUNISHES
✖ clumping✖ low Reflex
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Storm Giant in the encounter builder — free, no install.
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