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Storm Giant Quintessent

Storm Giant Quintessent

Huge giant (storm giant)
Challenge
16

STR
9
DEX
2
CON
5
INT
3
WIS
10
CHA
5

230
20d12+100
15
Fort
+10
Ref
+10
Will
+12
Damage resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities concussion, lightning

Speed 10 m., fly 10 m. (hover), swim 10 m.
Skills Insight +10 (21), Lore (civilization) +5 (16), Perception +15 (26), Primal (Cha) +10 (21)
Senses low-light vision, truesight 10 m.
Languages Common, Jotun

Amphibious. The giant can breathe air and water.

Maneuvers. The storm giant quintessent uses maneuvers (maneuver save Difficulty 22). It has 23 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: disorient, hamstring, parry, slice through, spring attack, step of the wind, trip, twist fate, whirling blade

2 stamina dice: backlash, frenzy, misdirection, winged flight

Spellcasting. The storm giant quintessent uses Primal (Cha) to cast spells (spell save Difficulty 18, +10 to hit with spell attacks). It has 8 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect magic

Cantrips (at will, 20th-level spellcaster): clouded fate, light, lightning lure, shock, thunderclap, true strike

1 mana: arc lightning, augury, bane, booming weapon, feather fall, fortune’s favor, galvanize, levitate, lightning bolt, misdirection, precognition, prescience, protection from the storm, shocking weapon, storm burst, thunder step, thunderwave, twist fate, wrath of the storm

2 mana: animate storm, bestow curse, call lightning, chain lightning, danger sense, fate link, fortunes of fate, lightning strike, memento mori, remove curse, rolling thunder, shatter, storm bane, storm sphere

3 mana: ancient curse, symbol of stunning

Actions (2)

Lightning Sword. Melee Weapon Attack: +14 to hit, reach 3 m. Hit: 40 (9d6 + 9) lightning damage, and the target can’t take reactions until the start of its next turn.

Wind Spear. The giant coalesces wind into a spear-like form and hurls it at a creature it can see within 200 meters of it. The spear is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The spear disappears after it hits.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The storm giant quintessent regains spent legendary actions at the start of its turn.

Gust. The giant targets a creature it can see within 10 meters of it and creates a magical gust of wind around it. The target must succeed on a Difficulty 18 Reflex saving throw or be pushed up to 4 meters in any horizontal direction the giant chooses.

One with the Storm. 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 dispersed, 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 weather spell or similar magic to quell the storm.

Thunderbolt. The giant hurls a thunderbolt at a creature it can see within 200 meters of it. The target must make a Difficulty 18 Reflex saving throw, taking 22 (4d10) concussion damage on a failed save, or half as much damage on a successful one.

Arctic, Coastal, Desert, Mountain, Underwatervgtm

Maneuvers

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw or when you are hit by an attack you can see, you can twist fate. Roll a d3 and add the result to the roll or to your Defense against the triggering attack (your choice). You can do so after the creature rolls but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

1 minute/stamina die

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.