Encounters by Locale: Stonelands - Open Areas (Night)

Giant, Storm (CR 13)

Huge Giant (Electricity)
Alignment: Often chaotic good
Initiative: +2 (Dex); Senses: low-light vision, Listen +15, and Spot +25


AC: 27 (-2 size, +2 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 27
Hit Dice: 19d8+114 (199 hp)
Fort +17, Ref +8, Will +13
Speed: 50 ft., swim 40 ft. (35 ft., swim 30 ft. - breastplate)
Space: 15 ft./15 ft.
Base Attack +14; Grapple +36
Attack: Greatsword +26 melee; or slam +26 melee, or composite longbow (+14) +14 ranged
Full Attack: Greatsword +26/+21/+16 melee; or slam +26 melee, or composite longbow (+14) +14/+9/+4 ranged
Damage: Greatsword 4d6+21/19-20, slam 1d6+14, Composite longbow (+14) 3d6+14/x3
Special Attacks: Spell-like abilities
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Special Qualities: Electricity immunity, rock catching, freedom of movement, water breathing
Feats: Awesome Blow; Cleave; Combat Reflexes; Improved Bull Rush; Improved Sunder; Iron Will; Power Attack
Skills: Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, and Swim +18*
Advancement: By character class
Climate/Terrain: Warm mountains
Organization: Solitary, gang (2-4), family (2-4 plus 35% noncombatants, plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)
Treasure: Standard coins, double goods, standard items

Source: Monster Manual

Storm giants usually carry pouches attached to their belts instead of shoulder sacks. These hold a simple musical instruments (usually a pan pipe or harp) and 2d4 mundane items. Other than the jewelry they wear, they prefer to leave their wealth in their lairs. A storm giant's possessions are usually simple (if not down right primitive), but well crafted and maintained.

Combat

Solitary giants are usually young adults striking out on their on. Gangs are usually made up of young adults who hunt or raid (or both) together. Giant bands are usually large or extended families. Sometimes a band contains unrelated young adults that the band has taken in as mates, servants, or guards.

Giant clans and tribes are similar to bands but have more members, plus contingents of guard animals and non-giant servants. Parties include guard animals and giants from a nearby tribe, or from several bands, working together.

About a third of the giants in a band or tribe are children. Giant children can be formidable creatures in their own right. When a group of giants includes children, roll d% for each child to determine maturity: 01-25 = infant (no combat ability); 26-50 = juvenile (two sizes smaller than an adult, 5 fewer HD, Strength Constitution scores -8, and 1 rank in each skill that an adult has) and 51-100 = adolescent (one size smaller than an adult, 4 fewer HD, Strength and Constitution scores -4, and 2, 3, or 4 ranks in each skill that an adult has). Giant children can throw rocks if they meet the minimum size requirement (see above). Except where noted here, giant children are identical with adults of their variety.

Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They posses enough cunning to soften up a foe with ranged attacks first, if they can. A giant's favorite ranged weapon is a big rock.

Rock Throwing (Ex): Adult giants are accomplished throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size cart catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for at Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Storm giants use weapons and spell-like abilities instead of hurling rocks. Their outsize composite longbows have a range increment of 180 feet.

Storm Giant Characters

About 20% of adult storm giants are sorcerers or clerics. Storm giant clerics can choose from two of the following domains: Chaos, Good, Protection, and War.

Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.

Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.

Water Breathing (Ex); Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Skills and Feats: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.

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