Storm Giant Tempest Rider
Huge • Giant • Chaotic Neutral
Armor Class 16
Hit Points 253 (22d12 + 110)
Speed 50 ft., swim 50 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 29 (+9) | 12 (+1) | 20 (+5) | 16 (+3) | 20 (+5) | 22 (+6) |
Skills Arcana +9, Athletics +15, History +9, Perception +11
Damage Resistances cold
Damage Immunities ligthning, thunder
Gear dagger, lance
Senses darkvision 120 ft., passive Perception 21
Languages Common, Giant, Primordial
CR 17 (XP 18,000; PB +6)

Amphibious. The giant can breathe air and water.
Cavalier. When its mount is attacked while the giant is mounted on it, the giant can force the attack to target it instead, and if its mount is subject to an effect that would cause it to make a Dexterity saving throw for half damage, it suffers no damage on a successful save and half damage on a failure.
ACTIONS
Multiattack. The giant makes three Wind Dagger attacks or two Storm Lance attacks.
Wind Dagger. Melee or Ranged Weapon Attack: +14, reach 10 ft. or range 120 ft. Hit: 19 (4d4 + 9) slashing damage plus 10 (3d6) thunder damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Storm Lance. Melee Weapon Attack: +14 (with disadvantage while not mounted), reach 15 ft. Hit: 35 (4d12 + 9) piercing damage plus 13 (3d8) lightning damage. If the giant moved 20+ feet straight toward the target immediately before the hit, the target is pushed 10 feet away and knocked prone.
Elemental Mount (Recharge after a Rest). The giant summons an air elemental or water elemental to an unoccupied space within 5 feet of it that it can see. This elemental’s size is Gargantuan, and the giant can use it as a mount. The giant can’t have more than one elemental mount summoned at a time.
Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, levitate, light, water breathing, wind walk
1/day: control weather, tsunami
BONUS ACTIONS
Thundrous Dash (Recharge 5-6, While Mounted). The giant’s mount immediately moves up to its speed. Constitution Saving Throw: DC 19, each hostile creature in a 10-foot emanation originating from the space where the giant ends this movement. Failure: 13 (3d8) thunder damage and the target is stunned until the end of its next turn. Success: Half damage.
REACTIONS
Feather Fall. The giant casts feather fall, in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Storm Giant Tempest Rider
Huge • Giant • Chaotic Neutral
Armor Class 15
Hit Points 199 (19d12 + 76)
Speed 50 ft., swim 50 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 27 (+8) | 10 (+0) | 18 (+4) | 14 (+2) | 18 (+4) | 20 (+5) |
Skills Arcana +7, Athletics +13, History +7, Perception +9
Damage Resistances cold
Damage Immunities ligthning, thunder
Gear dagger, lance
Senses darkvision 120 ft., passive Perception 19
Languages Common, Giant, Primordial
CR 14 (XP 11,500; PB +5)

Amphibious. The giant can breathe air and water.
Cavalier. When its mount is attacked while the giant is mounted on it, the giant can force the attack to target it instead, and if its mount is subject to an effect that would cause it to make a Dexterity saving throw for half damage, it suffers no damage on a successful save and half damage on a failure.
ACTIONS
Multiattack. The giant makes three Wind Dagger attacks or two Storm Lance attacks.
Wind Dagger. Melee or Ranged Weapon Attack: +12, reach 10 ft. or range 120 ft. Hit: 15 (3d4 + 8) slashing damage plus 10 (3d6) thunder damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Storm Lance. Melee Weapon Attack: +12 (with disadvantage while not mounted), reach 15 ft. Hit: 27 (3d12 + 8) piercing damage plus 13 (3d8) lightning damage. If the giant moved 20+ feet straight toward the target immediately before the hit, the target is pushed 10 feet away and knocked prone.
Elemental Mount (Recharge after a Rest). The giant summons an air elemental or water elemental to an unoccupied space within 5 feet of it that it can see. This elemental’s size is Gargantuan, and the giant can use it as a mount. The giant can’t have more than one elemental mount summoned at a time.
Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light, water breathing, wind walk
1/day: control weather, tsunami
BONUS ACTIONS
Thundrous Dash (Recharge 6, While Mounted). The giant’s mount immediately moves up to its speed. Constitution Saving Throw: DC 17, each hostile creature in a 10-foot emanation originating from the space where the giant ends this movement. Failure: 9 (2d8) thunder damage and the target is stunned until the end of its next turn. Success: Half damage.
REACTIONS
Feather Fall. The giant casts feather fall, in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
Storm Giant Tempest Rider
Huge • Giant • Chaotic Neutral
Armor Class 17
Hit Points 312 (25d12 + 150)
Speed 50 ft., swim 50 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 30 (+10) | 14 (+2) | 22 (+6) | 18 (+4) | 22 (+6) | 24 (+7) |
Skills Arcana +10, Athletics +16, History +10, Perception +12
Damage Resistances cold
Damage Immunities ligthning, thunder
Gear dagger, lance
Senses darkvision 120 ft., passive Perception 22
Languages Common, Giant, Primordial
CR 20 (XP 25,000; PB +6)

Amphibious. The giant can breathe air and water.
Cavalier. When its mount is attacked while the giant is mounted on it, the giant can force the attack to target it instead, and if its mount is subject to an effect that would cause it to make a Dexterity saving throw for half damage, it suffers no damage on a successful save and half damage on a failure.
ACTIONS
Multiattack. The giant makes three Wind Dagger attacks or two Storm Lance attacks.
Wind Dagger. Melee or Ranged Weapon Attack: +15, reach 10 ft. or range 120 ft. Hit: 22 (5d4 + 10) slashing damage plus 14 (4d6) thunder damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Storm Lance. Melee Weapon Attack: +15 (with disadvantage while not mounted), reach 15 ft. Hit: 42 (5d12 + 10) piercing damage plus 18 (4d8) lightning damage. If the giant moved 20+ feet straight toward the target immediately before the hit, the target is pushed 10 feet away and knocked prone.
Elemental Mount (Recharge after a Rest). The giant summons an air elemental or water elemental to an unoccupied space within 5 feet of it that it can see. This elemental’s size is Gargantuan, and the giant can use it as a mount. The giant can’t have more than one elemental mount summoned at a time.
Spellcasting. The giant casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 20):
At will: detect magic, levitate, light, water breathing, wind walk
1/day: control weather, tsunami
BONUS ACTIONS
Thundrous Dash (Recharge 5-6, While Mounted). The giant’s mount immediately moves up to its speed. Constitution Saving Throw: DC 20, each hostile creature in a 10-foot emanation originating from the space where the giant ends this movement. Failure: 18 (4d8) thunder damage and the target is stunned until the end of its next turn. Success: Half damage.
REACTIONS
Feather Fall. The giant casts feather fall, in response to the spell's trigger, using the same spellcasting ability as Spellcasting.
REMARKS
VTT-Token for Gargantuan Form: [Link]
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
