Storm Giant

Gentle, music-loving giants of cloud castles, peaks and sea floors who seldom anger, but when they do they summon tempests, hurl lightning and swing swords for triple damage.

Setting: Core Rules · Sources: Monstrous Manual; MC1 Volume I (w/binder #1)

Appearance

A storm giant looks like a perfectly built human about 26 feet tall and 15,000 pounds. Most have pale green skin, dark green hair and bright emerald eyes; a rare few are violet-skinned with purple or silver-gray eyes and hair of deep violet or blue-black. They live up to 600 years. Dress is a short belted tunic, headband and sandals or bare feet, with a few fine pieces of jewelry such as rings, circlets or anklets. A belt pouch carries tools, essentials and a harp or panpipes; wealth stays home. They speak their own tongue, cloud giant, the shared giant trade language and human common.

Combat

Lightning and electricity cannot hurt them. Rather than throw rocks they rely on weapons and magic, though they can snatch large missiles on a 65% chance. Born able to breathe water, they act underwater exactly as on land.

Their powers work at 15th level. Juveniles and adults may control weather and levitate (lifting themselves plus 4,000 pounds) twice a day each. Adults add, once a day each, call lightning with 3 bolts of 15d8, a single 15d6 lightning bolt, control winds and weather summoning. An enraged giant typically raises a storm and starts calling bolts.

Their two-handed swords deal triple damage plus Strength, 3d10+12, and composite bows reach 300 yards for 3d6. Each has a 10% chance of magical weapons. Natural AC 0 improves to -6 in their ornate bronze plate.

Habitat and Society

Reclusive but not shy, they live in castles on cloud islands (60%), on mountaintops (20%) or under the sea (10%), spending quiet lives on music, reflection, farming and gathering. Sky and mountain giants cooperate for defense with neighboring good cloud giants and silver dragons; sea dwellers keep similar alliances with bronze dragons and mermen.

Two or more in a lair are a couple and their children. Roll 1d4 per child: 4 is a helpless infant with an ogre's hit points, and 1 to 3 an older youngster who fights like a cloud giant.

An adult has a 20% chance of priestly magic, 70% as a pure priest and 30% as priest/wizard, with caps of 9th level as priest and 7th as wizard. Priests use the Sun, Weather, Plant, Healing, Guardian, Creation, Combat, Charm and Animal spheres; wizards are generalists favoring Abjuration, Alteration, Conjuration/Summoning and Invocation/Evocation.

Lairs are always guarded: on land or in the sky by 1d2 rocs (70%) that double as mounts, or 1d4 griffons (30%); beneath the waves by 2d4 sea lions.

Ecology

They live off the land near home, and when wild food runs short they plant and tend broad fields, vineyards and gardens. Meat comes from hunting, never from livestock.

More: Monsters starting with S · Core Rules monsters · All monsters A-Z
Related: Athach [Giant] · Bosk Giant · Cloud Giant · Crag Giant · Cyclops [Giant] · Desert Giant · Ettin [Giant] · Fhoimorien [Giant] · Firbolg [Giant] · Fire Giant · Fog Giant · Fomorian [Giant]

Statistics

Climate/TerrainSpecial (see below)
FrequencyVery rare
OrganizationSolitary or Tribal
Activity CycleAny
DietOmnivorous
IntelligenceExceptional (15-16)
TreasureE,Q×10,S
AlignmentChaotic good
No. Appearing1 (2-4)
Armor Class-6 (0)
Movement15, Sw 15
Hit Dice19 + 2-7 hit points
THAC03
No. of Attacks1
Damage/Attack1-10 or by weapon (3-30+12)
Special AttacksSee below
Special DefensesImpervious to electricity
Magic ResistanceNil
SizeG (26' tall)
MoraleFanatic (17-18)
XP Value14,000
Infant: Nil
Juvenile, -3: 1,400
Juvenile, -2: 4,000
Juvenile, -1: 7,000
Spell caster, 1st: 15,000
Spell caster, 2nd: 15,000
Spell caster, 3rd: 15,000
Spell caster, 4th+: 17,000