Combat Statistics

CR 13
Challenge Rating
10,000 XP
16
Armor Class
230
Hit Points
(20d12)
Speed: {"walk":50,"swim":50} ft.
Strength
29
(+9)
Dexterity
14
(+2)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
20
(+5)
Intelligence
16
(+3)
Wisdom
18
(+4)
Charisma
18
(+4)
Skills: Arcana +8, Athletics +14, History +8, Perception +9
Damage Resistances: ["cold"]
Damage Immunities: ["lightning", "thunder"]
Condition Immunities: []
Senses: Passive Perception 19 ft. passive Perception 19
Languages: ["Common", "Giant"]
Proficiency Bonus: +5

Special Abilities

Amphibious

The giant can breathe air and water.

Innate Spellcasting

The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: detect magic, feather fall, levitate, light 3/day each: control weather, water breathing

Actions

Multiattack

The giant makes two greatsword attacks.

Greatsword

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock

Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike

The giant hurls a magical lightning bolt at a point it can see within 500 ft. of it. Each creature within 10 ft. of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.

Quick Reference

Type: Giant
Size: Huge
Alignment: chaotic good
Environment: Any

DM Tools

💰 Loot Generator

CR 13 | Challenge Rating: 13
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