Deep Dive - The Storm Giant

Deep Dive - The Storm Giant

The most powerful of all giant-kind, the Storm Giant is an immense being that towers over almost all others. They sit at the top of the giant hierarchy, whether that be one based on strength or the god-ordained Ordning that appears in some worlds. While they weren’t part of the first released giants in the White Box Set of Dungeons & Dragons, their hold over all other giants secures their position as the greatest of their kind.

OD&D - Storm Giant

No. Appearing: 1-8
Armor Class: 4
Move: 15
Hit Dice: 15
% in Lair: 30%
No. of Attacks: 1
Damage/Attack: 7-42
Treasure: 5,000 G.P. + Type E; All Variable

The Storm Giant doesn’t appear until Supplement I: Greyhawk (1975), a full year after the other giants appeared in the original three-book set in Volume 2: Monsters & Treasure (1974). Storm Giants still follow the basics of all giants, though there are some interesting things that we will point out. First, all giants are treated as mobile light catapults with a 20’ range, we talked about this before when we did our deep dive on the frost giant, but just as a reminder, this simply means that they are going to be able to throw rocks at you from very far away, and they aren’t rooted to a single spot, hence the mobile part of their name.

If having rocks and other projectiles chucked at your head doesn’t seem like a great idea, and it isn’t, you might decide it would be better to charge in like a real hero. If you get into a fight with a giant, you should be aware that due to the enormous size of giants, they tend to wield enormous weapons. This means that when they hit you with a club, they are dealing two dice of damage instead of only one dice, so a club in their hands will deal 2d6 instead of just 1d6. Of course, the Storm Giant is quite special and far more powerful than a simple giant and deals 3d6 + 3 damage, so you should probably just accept that you are going to die.

Let’s say that somehow you can deplete the Storm Giants 15 hit dice, what rewards might you earn? A Storm Giant typically carries about 5,000 gold pieces on them and there is a 20% chance they have up to 24 pieces of jewelry, a 30% chance they have any 3 magic items, and a single spell scroll. They, like all giants, typically carry all of this wonderful loot in a shoulder bag, which has to be quite the prize if you somehow survive being crushed and horribly mangled by a giant.

Like all giants, Storm Giants have their own set of unique traits that separate them from others of their kind. They are typically loners and are only found in out-of-the-way places, typically their abode is a castle that you might find underwater, on a mountain top, or even floating on top of a cloud. They are intelligent giants, maybe the smartest of all their kind, and are the tallest, standing at 24 feet.

Of course, Storm Giants aren’t just a big club and a fancy castle; they can also cast magic. They can use the control weather spell to create storms to aid them in battle or just because they are angry, probably because you keep trying to steal their treasure. 

Basic D&D - Storm Giant

Armor Class: 2
Hit Dice: 15**
Move: 150’ (50’)
Attacks: 1 + special
Damage: 8-48 + special
No. Appearing: 1 (1-3)
Save As: Fighter: 15
Morale: 10
Treasure Type: E + 5000gp
Alignment: Lawful
XP Value: 3,250

The biggest and baddest of all giants appear throughout this edition in Holmes Basic Box Set (1977), the Moldvay Expert Box Set (1981), and in the BECMI Expert Rules Box Set (1983). Storm Giants stand at just over 22’ tall with bronze skin and bright red or yellow hair, cutting a stunning figure as they chuck literal bolts of lightning at their enemies. While there is no other information about their appearance, we can just imagine how majestic and terrifying these giants are.

If you are hoping to find a Storm Giant, be on the lookout for lightning strikes and thunderstorms as they love a fierce storm. They typically reside on mountain tops, cloud castles, or deep underwater, which one of those just doesn’t feel like it belongs - especially if you are hoping to frolic among blasts of lightning and peels of thunder. If you are unlucky enough to find a Storm Giant, then be prepared for a pummeling. In Holmes, only 10% of all Storm Giants are interested in chucking rocks, the others will just run up and begin pounding you into the ground with their weapons. In later versions, all Storm Giants now get bolts of lightning they can throw, though BECMI restricts this type of activity to only when there is a storm taking place.

Getting hit by a lightning bolt is far more devastating than a boulder, which only deals a pittance of damage in comparison. A lightning bolt is like the spell lightning bolt and affects each creature in a 5-foot wide and 60-foot long line, if it hits a solid object before reaching its full length, it then bounces back on its original path, potentially hitting the caster. While the spell only does a measly 1d6 points of damage per level of the spell caster, with a save for half damage, a lightning bolt thrown by a Storm Giant deals the same amount of damage as that Storm Giant’s current hit points. With 15 hit dice, a lightning bolt thrown at your face in the first round of combat is going to rip and tear its way through most creatures. Luckily, a Storm Giant can only use this lighting bolt once every 5 rounds, so you have a few rounds to reduce the Storm Giant’s health and make the next bolt not quite as painful as before.

We mentioned that Storm Giants often have lairs in high-up places, like a cloud, or really deep underwater. We haven’t yet mentioned what else you’ll be fighting if you decide to go and foolishly visit them. Their castles are always guarded and depending on where that castle is, those guards are going to change. For clouds and mountains, get ready to fight up to 8 griffons who will try and throw you off mountains. If you go underwater, now you have to deal with up to 18 giant crabs who are more than happy to use their deadly pincers and snap off your head. If you manage to defeat these creatures and find the Storm Giant at home, it will be pissed that you killed their pets. Guard crabs aren't cheap, and it takes forever the train them! Luckily, it can use its 5,000 gp it carries on it as treasure to hire more… once it deals with you.

AD&D - Storm Giant

Frequency: Rare
No. Appearing: 1-4
Armor Class: 1
Move: 15”
Hit Dice: 15 + 2-7
% in Lair: 55%
Treasure Type: E, Q (x10), S
No. of Attacks: 1
Damage/Attack: 7-42
Special Attacks:
See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Chaotic Good
Size: L (21’ tall)
Psionic Ability: Nil

Monster Manual, 1977 TSR Inc.

The Storm Giant gets a little more meat on its description and is found in the Monster Manual (1977). For whatever reason, it seems as if the Storm Giant continues to shrink as the editions continue as they now stand at only 21’ tall. Luckily, height isn’t everything and they are the most powerful, and tallest, of all true giants. 

In this edition, the Storm Giants get a strange new look that makes them more clownish in appearance than ferocious. They have light green to violet skin, dark green hair and emerald eyes, deep violet or blue-black hair with silver or purple eyes. Their coloration is based on where you might encounter them, with those underwater closer to green colors while those high up on a mountain will be closer to purple and violet. Other giants aren’t nearly as colorful in their appearance as them, so at least you aren’t going to confuse them for someone else.

If you think you are going to make fun of them, we urge you to think again. While they may not throw rocks, they can easily throw lightning bolts, though it is restricted to once per day for them. Though they get a variety of spells, like call lightning or levitate that keep them quite dangerous in a fight. What really makes them dangerous though, is their melee attack as it deals anywhere from 7 to 42 damage, or 7d6. They’ll have to be prying your remains off the ground with a spatula if you think you can take on a Storm Giant, especially as they have more hit points than a pit fiend, triceratops, and most adult or old dragons.

Luckily for you, if you do meet them, they aren’t likely to just immediately attack and grind your bones into their bread. They are the only giants that are straight good-aligned, with cloud giants only having a coin flip over whether they’ll eat you or help you. Storm Giants may even use some of their pets to help you, with underwater Storm Giants having up to 8 sea lions and those up in the clouds typically having up to 2 rocs or 4 griffons. If you are wondering, how exactly these Storm Giants are surviving underwater with their horde of sea lions, its because they can swim as easily as they walk and can even breathe water if they feel like doing so, which is very helpful for having an underwater lair.

In Dragon #13 (April 1978), the article How Heavy Is My Giant goes into incredible detail about how much a giant can weigh and how much they can carry. Written by an intelligent group of kobolds (aren’t they all?), the average 21-foot Storm Giant weighs 8,140 pounds or 4 tons, has an 11 foot, 9-inch chest, and a torso measuring 5 feet 7 inches. When they need to carry something, how much weight they can lug around has been calculated on how they are moving it. Using our standard 21’ tall Giant, they can carry their weight on their backs, or 8,140 pounds. They can carry 3/4th normal weight in both arms (6,105 pounds) and 1/2 of dead weight with one arm (4,070 pounds). There’s a lot of math involved in this article, so if that’s your thing, you should check it out, they even provide the weight of different materials so you can give the perfect weight to your asbestos golem.

This all changes with the article Realistic Vital Statistics by Stephen Inniss in Dragon #91 (Nov. 1984). According to the article, a 21’ tall Storm Giant will weigh around 7500 pounds. This article also answers how Storm Giants can defy science and weigh that much without their bones turning to dust under all that weight. It’s pretty simple. It is a world based on magic! The author thinks that such tall creatures use a levitate spell of some sort to hold themselves up. This makes total sense for the Storm Giant as they have true levitation powers, so while the stats say they can only cast the spell twice a day, who knows; maybe the power of levitation courses through their blood, lifting them up the same way they’ll lift us up to the thunder clouds.

2e - Storm Giant

Climate/Terrain: Special (see below)
Frequency: Very rare
Organization: Solitary or Tribal
Activity Cycle: Any
Diet: Omnivorous
Intelligence: Exceptional (15-16)
Treasure: E, Q(x10), S
Alignment: Chaotic Good
No. Appearing: 1 (2-4)
Armor Class: -6 (0)
Movement: 15, Sw 15
Hit Dice: 19 + 2-7 hit points
THAC0: 3
No. of Attacks: 1
Damage/Attack: 1-10 or by weapon (3-30+12)
Special Attacks: See below
Special Defenses: Impervious to electricity
Magic Resistance: Nil
Size: G (26’ tall)
Morale: Fanatic (17-18)
XP Value: 14,000; 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

Monstrous Compendium Vol. 1, 1989 TSR Inc.

Found first in the Monstrous Compendium Volume One (1989) and again in the Monstrous Manual (1993), the Storm Giant hits a growth spurt. Standing at 26 feet tall and weighing 15,000 pounds, these giants are a sight to behold. They still come in shades of green and purple, and we now find out that they live for an impressive 600 years. You'd think they’d have some serious heart issues carrying around all that weight or their bones would be turned to dust, but as mentioned before… it’s magic.

If you do happen to run into a Storm Giant, you’ll at least know it. Weirdly, they are described as ‘well-formed humans’ though they have violet and green skin with matching hair and eye color. While they aren’t the best-dressed out there, they do accessorize well. On their bodies, they wear only a short loose tunic held up by a belt, which holds a few pouches where they store their tools and possibly a pan flute or harp. They might wear some sandals or a headband, and if they do have jewelry, they are quite simple but lovely pieces. They never carry their wealth on them, so if you do get it into your head you are going to rob the towering giant, we suggest you don’t.

Monstrous Manual, 1993 TSR Inc.

But perhaps you can’t be easily swayed by a massive 26-foot-tall being that only has to accidentally step on you to squash you like a pancake. Maybe you have decided you are going to hunt them down, in which case you are going to the same three places we have talked about; underwater, mountain tops, and clouds. The Storm Giants that have taken the plunge have quite good relationships with mermen and bronze dragons, while those at higher altitudes are friends with silver dragons and good cloud giants. This means, if you try to take them on, you have a whole lot of powerful creatures you are going to have to deal with as well. Also, you may even find that there is more than one Storm Giant in their lair as they do take a partner and have baby Storm Giants… that are probably bigger than you.

If you do decide to take one of them on, watch out because this edition doesn’t make it easy. When they attack with their weapons, they deal three damage dice of damage and add their Strength modifier of +12. This simply means if they pick up a longsword, they are going to hit you for 3d10 + 12 damage, a crushing hit no matter who you are. Just like before, they have control over the weather and can cast the same spells as the previous editions. What’s new is that now they can learn to become a 9th-level priest or a 7th-level wizard, or both… which is just what the world needs, a Storm Giant with more ways to crush those pesky adventurers.

The Storm Giant appears in the book dedicated to giants, Giantcraft (1995) by Ray Winninger. There are scattered mentions about them, like in the earliest times during the War of the Hart, there was a Storm Giant paramount that ended the war after 100 days by killing the usurper Hartkiller, who viewed himself as the rightful king of the giants. For reference, a paramount is head of a storm giant tribe's ordning, the social structure that all giants in the Forgotten Realms live in.

If you were wondering just how the Storm Giants are getting levels in being a priest, since it requires worshiping a god, this book reveals that they worship Stronmaus. Their ceremonies are around testing their will against deadly trials and pushing their physical bodies to the limit. Storm Giants would take on tasks that would put them in mortal peril, pushing themselves to fully know their limits, even if it meant losing their life.

Giantcraft, 1995 TSR Inc.

3e/3.5e - Storm Giant

Huge Giant
Hit Dice: 19d8+114 (199 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 27 (–2 size, +2 Dex, +12 natural, +5 breastplate) touch 10, flat-footed 25
Base Attack/Grapple: +14/+36
Attack: Greatsword +26 melee (4d6+21/19–20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/×3)
Full Attack: Greatsword +26/+21/+16 melee (4d6+21/19–20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/×3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing
Saves: Fort +17, Ref +8, Will +13
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
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, Swim +18*
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Enviroment: Warm mountains
Organization: Solitary or family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th level plus 1–2 rocs, 2–5 griffons, or 2–8 sea cats)
Challenge Rating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: -

Monster Manual, 2003 WotC

The Storm Giant appears in the Monster Manual (2000/2003) and the information provided for all giants is not very flattering. It generally reduces all of giantkind to a bunch of evil, unintelligent brutes that terrorize the weak and throw rocks. Nothing could be further from the truth when discussing the Storm Giant. Preferring to keep to themselves and of chaotic good alignment, they would rather avoid conflict. Many find these giants odd since they prefer to relax, play musical instruments, and tend to their land, while their giant-kin likes to spend their time marauding. But this does not mean a Storm Giant isn't a very dangerous creature when they are pissed off. When that happens, be ready to face the fury of these 21’ tall, 12,000-pound giants.

Their appearance doesn't vary much from previous editions. Most have green skin, but a special few can be purple. They can be found underwater or on top of mountains, strangely, in 3.5e they no longer have cloud castles while 3e still gave them that prime real estate. Storm Giants wear simple clothing, with tunics, sandals, and headbands still the clothes found in their closets. They continue to accessorize well with beautiful jewelry but now they have large pouches attached to their belts while other giants prefer carrying a large sack. Strangely enough, the objects they carry with them are described as primitive, but of good quality and fine craftsmanship. It seems a bit rude to be talking down about the giant’s taste, especially when you are within range of lightning bolts.

So when we said a Storm Giant was a dangerous creature when angry, we weren't kidding. Most of the combat options are the same as in the previous editions. Rock throwing is for children, so they abstain from doing so. When your up close and personal, we advise you to duck when they swing their giant-sized greatsword. Attacking from a distance won't work either, as they wield composite bows, and let's not forget their spell-like abilities. A Storm Giant can cast call lightning and chain lightning once per day, control weather, and levitate twice a day. They also get some new abilities as if they weren't dangerous enough already. Storm Giants have a continuous freedom of movement ability and they can breathe underwater. In addition, they have a ton of abilities and feats that will make you regret ever describing their few material possessions as primitive.

As this edition continues, we find just a teensy bit more of information about a few enemies, like the ocean giant who appears in the Monster Manual 2 (2002) or the eldritch giant found in the Monster Manual 3 (2004). There are also the Maur, a race of hunched giants that descended from a band of outcast Storm Giants revealed in Underdark (2003). The Underdark has not been friendly to the predecessor Storm Giants who retreated down there, and they have been reduced to an evil brutish race with nothing in common with their ancestors. Our last little bit appears in Stormwrack (2005) where the Storm Giant, Tamoreus, lives in the appropriately named Tamorean Vast deep underwater. She's an evil Storm Giant and was cast out because her kin didn’t really like that. Let's just say you don't want to spend too long exploring her underwater castle because the chances are high that either her servants within her lair or Tamoreus herself will kill you and all your friends.

4e - Storm Giant

Level 24 Controller
Huge elemental humanoid (aquatic, giant) / XP 6,050
Initiative +18 / Senses Perception +21
Storm Fury (Lightning, Thunder) aura 2; any creature that enters or begins its turn in the aura takes 10 lightning and thunder damage; creatures other than storm giants and storm titans treat the area within the aura as difficult terrain and cannot fly.
HP 228; Bloodied 114
AC 38; Fortitude 39, Reflex 36, Will 36
Resist 15 lightning, 15 thunder
Speed 8; fly 10 (hover), swim 8
Crackling Greatsword (standard; at-will) ✦ Lightning, Weapon Reach 2; +29 vs. AC; 1d12 + 10 damage plus 1d8 lightning damage.
Sweeping Sword (standard; recharge 6) ✦ Lightning, Weapon Requires greatsword; close blast 2; +29 vs. AC; 2d8 + 10 damage plus 1d8 lightning damage.
Hurl Thunderbolt (standard; at-will) ✦ Lightning, Thunder Ranged 10; +27 vs. Reflex; 2d6 + 6 lightning and thunder damage, and the target is pushed 3 squares and dazed (save ends).
Howling Winds (standard; recharge 5-6) ✦ Thunder Close burst 4; +27 vs. Fortitude; 1d12 + 6 thunder damage, and the target is pushed 4 squares and knocked prone. Miss: Half damage, and the target is pushed 1 square but not knocked prone.
Alignment Evil / Languages Giant
Skills Diplomacy +23, Intimidate +23
Str 30 (+22) Dex 22 (+18) Wis 19 (+16) Con 28 (+21) Int 14 (+14) Cha 22 (+18)
Equipment greatsword

New lore brings us to the Monster Manual (2004) as all giants become elementals, created and servants of primordials. The first of the giants were fire, frost, storm, and stone, cementing the importance of Storm Giants. Since that time, with the death, imprisonment, and destruction of many of the ancient primordials, the giants have filtered throughout the multiverse, creating the other kinds of giants like cloud, death, hill, and more. Many can be found in the Shadowfell, Astral Sea, the Material Plane, and many more strange worlds, though they all prefer locations with extreme weather like blistering deserts, burning volcanos, distant mountain peaks, and other places that remind them of their races' first home, the Elemental Chaos.

Monster Manual, 2004 WotC

Among all giants, Storm Giants are the favorites of the primordials and were given authority over their lessen brethren, and they are back to being evil creatures like the first editions. In this book, we are given two stat blocks to show off the might of the Storm Giant which includes the basic Storm Giant and the Storm Titan, a powerful entity capable of taking on epic characters. Each loves to throw lightning bolts, they can do this at-will, meaning that they are no longer restricted to a few bolts of lightning here and there and then asking for a timeout while they wait for a new day to begin. If you can get close to them, they each wield massive greatswords that can cleave through the toughest armor and not only inflict physical damage but slam into you with lightning and thunder damage.

These awe-inspiring creatures aren't given a specific height, but based on the artwork, the Storm Giant easily stands at least 20 feet tall, but they are dwarfed by the Storm Titan who must stand at least double that. They have blue-tinged skin, silvery-dark blue mane of hair, golden armor, and electricity crackles around their head and weapons. If you see one of these creatures, and you don't immediately begin freaking out just a little bit... you're either braver or a bigger fool than us.

The Plane Below: Secrets of the Elemental Chaos, 2009 WotC

5e - Storm Giant

Huge giant, chaotic good
Armor Class
16 (scale mail)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.
STR 29 (+9) DEX 14 (+2) CON 20 (+5) INT 16 (+3) WIS 18 (+4) CHA 18 (+4)
Saving Throws Str +14, Con +10, Wis +9, Cha +9
Skills Arcana +8, Athletics+ 14, History +8, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)
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
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10ft., 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 (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet 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.

Monster Manual, 2014 WotC

Featured in the Monster Manual (2014), the Storm Giant is back to standing at a ridiculous 26’ tall, but it’s isn’t all cloud castles and underwater mansions. For whatever reason, they have now deigned to dirty their hands and throw rocks… like the lesser giants. If there is one thing we have learned, it's that Storm Giants are better than that and shouldn’t sully themselves with common rocks but stick to their powerful lightning bolts they can shoot at creatures that are up to 500 feet away from them. That’s the true weapon of these giants.

The lore in this edition is heavily steeped in the Forgotten Realms, going so far as to invalidate or change a lot of the pre-existing lore. This edition brings forth the Ordning as official for all giants, a social hierarchy that goes all the way back to at least Giantcraft in 2nd edition. This reaffirms Storm Giants at the top of the giant hierarchy, though now they have some gift of oracle sight and are loners to the extreme. Not only are they isolationists, but if they mate and have a child, they can’t wait for that child to grow up so they can then abandon their mate and go back into solitude, free of anyone nagging them about cleaning their room or doing chores around the cloud castle.

Volo’s Guide to Monsters, 2016 WotC

While we hadn’t seen the oracle-prophet nature they’ve had in the past editions, we suppose they need to be doing something while alone. Though, they use these gifts to try and reform the ancient empire of giants they had when Annam, their father of the giant pantheon, watched over them. Ever since the giant empires were destroyed, Annam has forsaken the giants and now they all seek to try and return the all-father’s gaze to them. Storm Giants attempt this by searching for signs, symbols, and more within the depths of oceans and the tops of clouds.

A few notes about combat: first, you probably shouldn’t be fighting this creature. Since it’s probably already too late, here are a few new things to keep in mind. They have the typical spells they have had in past editions, a big sword to cut you in half with, and are one of the strongest creatures in the world and multiverse. They are back to being chaotic good, so at least they’ll hopefully give you a chance to speak your peace before they tear you in pieces to make their bread.

Storm King’s Thunder, 2016 WotC

The Storm Giants are also a major component of the adventure Storm King’s Thunder (2016) when the Ordning for all giants is abolished by Annam who finds their complacency about the rise of dragons to be upsetting. In this adventure, a party of adventurers must travel across the Sword Coast fighting all sorts of giants as they unravel mysteries and ultimately learn that King Hekaton of the Storm Giants is missing. Without giving too much away in this adventure, the party gets the chance to visit giant strongholds, uncover a giant-sized mystery, and even test their mettle against giants of all kinds.

Volo’s Guide to Monsters (2016) has an entire section dedicated to giants, so obviously, the Storm Giants play a role. The continued description for these powerful individuals is rather strange, as it is devoted to how they yearn for Annam’s return. They’ll work themselves in circles trying to understand omens, signs, symbols, and more; arguing with others about possible meanings and answers to their readings. They are made out to be wholly consumed with their new oracle powers, not pushing themselves to do more than look for signs from Annam on how to bring their all-father back to great power. This book also goes over their tremendous tempers, apparently being labeled as chaotic good only gets you so far as these giants can easily fall into a blistering rage, like a storm, and cause all manner of death and destruction. They then regret their actions and try to make it up to any survivors, often with a sack of gold or trinkets they have which is little comfort, we imagine, to the survivors.

Volo’s Guide to Monsters, 2016 WotC

In addition to the bit of new lore on the giants, we also get a new type of Storm Giant known as a Quintessent. These giants are often near the end of their natural mortal life, but have taken their connection to the elements and transformed themselves into semi-sapient storm clouds. They can transform into and out of storm clouds, form their weapons out of the air itself, and are effectively immortal. They do this so that they hope to live long enough to see the return of Annam, and gaze upon a new giant empire that will see them seated at the top of it all. Got to have goals, we guess.

Volo’s Guide to Monsters, 2016 WotC


From the tops of mountains to the depths of oceans, Storm Giants reign supreme over their weaker brethren. They are powerful and awe-inspiring as they stand over 20 feet tall, their imposing strength causing those who would try to take them on to quake in fear. Luckily for the world, while they are the strongest of the giants, they are also the nicest. While their tempers may flare, bringing destruction in their wake, they strive to do good in the world as they live their solitary lives in distant castles searching for answers.

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Header Art: Volo’s Guide to Monsters by Wizards of the Coast

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