giant disperses it (no action required), and it can't be
dispersed by wind.
- The giant creates a 60 -foot-long, 10-foot-wide line of
strong wind (or strong current within water) originat-
ing from a point anywhere in its lair. Each creature
in that line must succeed on a DC 18 Strength saving
throw or be pushed 15 feet in the direction the wind
is blowing. The gust disperses gas or vapor, and it
extinguishes candles, torches, and similar unpro-
tected flames in its area. Protected flames, such as
those of lanterns, have a 50 percent chance of being
extinguished.
Regional Effects. The region containing a storm giant
quintessent's lair is warped by the giant's presence,
which creates one or more of the following effects: - High wind blows within 1 mile of the lair, making it
impossible to light a fire unless the location where the
fire is lit is protected from the wind. - Rain, snow, or blowing dust or sand (whichever is
most appropriate) is constant within 1 mile of the lair.
Rain causes rivers and streams to fill or overflow their
banks; snow, dust, or sand form deep drifts or dunes. - Flashes of lightning and peals of thunder are contin-
ual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
regional effects end immediately. Rain, snow, and blow-
ing dust abate gradually within ld8 days.
STORM GIANT QUINTESSENT
Huge giant (storm giant), chaotic good
Armor Class 12
Hit Points 230 (20d12 + 100)
Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
70 (+5)
INT
17 (+3)
WIS
20 (+5)
Saving Throws Str +14, Con +10, Wis +10, Cha +9
Skills Arcana +8, History +8, Perception +10
CHA
19 (+4)
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities lightning, thunder
Senses truesight 60 ft., passive Perception 20
Languages Common, Giant
Challenge 16 (15,000 XP)
Amphibious. The giant can breathe air and water.
ACTIONS
Multiattack. The giant makes two Lightning Sword attacks or
uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 40 (9d6 + 9) lightning damage.
Wind javelin. The giant coalesces wind into a javelin-like form
and hurls it at a creature it can see within 600 feet of it. The
javetin is considered a magic weapon and deals 19 (3d6 + 9)
piercing damage to the target, striking unerringly. The javelin
d isappears after it hits.
LEGENDARY ACTIONS
The giant can take 3 legendary actions, choosing from the op-
t ions below. Only one legendary action option can be used at
a time and o nly at the end of another creature's turn. The giant
regains spent legendary actions at the start of its turn.
Gust. The giant targets a creature it can see within 60 feet of it
and creates a magical gust of wind around it. The target must
succeed on a DC 18 Strength saving throw or be pushed up
to 20 feet in any horizontal direction the giant chooses.
Thunderbolt (2 Actions). The giant hurls a thunderbolt at a
creature it can see within 600 feet of it. The target must make
a DC 18 Dexterity saving throw, taking 22 (4d10) thunder
damage on a failed save, or half as much damage on a suc-
cessful one.
One with the Storm (3 Actions). The giant vanishes, dispersing
itself into the storm surrounding its lair. The giant can end
this effect at the start of any of its turns, becoming a giant
once more and appearing in any location it chooses within
its lair. While d ispersed, the giant can't take any actions other
than lair actions, and it can't be targeted by attacks, spells, or
other effects. The giant can't use this ability outside its lair,
nor can it use this ability if another creature is using a control
weaiher spell or similar magic to quell the storm.
i i j ' C ?*Pt t• -4%2 i#
.ZHENTS CLAIM THE BLACM ROAD THE SAFEST PATH ACROSS THE DESERT OF ANAUROCH, BUT
THERE'S A STRETCH THAT PASSES NEAR THE SANO-SWALLOWED RUINS OF A ONCE•GREAT
ARCH- A PORTAL BUILT BV GIANTS, SOME SAY. A SANDSTORM RAGES ALL AROUND IT, ANO IN THE
STORM SOME HAVE SEEN A FACE; A GIANT SCOWLING VISAGE,
- ELll!\INSTER