Nimir

(Storm King's Thunder)

Huge giant, Lawful Good

Armor Class16 (scale mail)
Hit Points230 (20d12 + 100)
Speed50 ft., swim 50 ft.
STRDEXCONINTWISCHA
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
Saving ThrowsCha +9, Con +10, Str +14, Wis +9
SkillsAthletics +14, Insight +9, Perception +9
Damage Vulnerabilities—
Damage Resistancescold
Damage Immunitieslightning; thunder
Condition Immunities—
Sensespassive Perception 19
LanguagesCommon, Giant
Challenge13

Traits

Roleplaying Information.

Nimir is an insightful, even-keeled storm giant who believes that a lasting alliance between giants and small folk can make the world a safer, more enlightened place. He believes King Hekaton was wise to choose Princess Serissa as his heir apparent, and it would never occur to him to question their orders.

Ideal: "It's the duty of the big to protect the small."

Bond: "I'd give my life to defend my king and his royal line."

Flaw: "I never question orders."

Amphibious.

Nimir can breathe air and water.

Actions

Multiattack.

Nimir makes two greatsword attacks.

Greatsword.

Melee Attack Roll: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.

Rock.

Ranged Attack Roll: +14 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.

Lightning Strike (Recharge 5-6).

Nimir 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.

Spellcasting

Nimir casts one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):

At will: detect magic, levitate, light

1 each/day: control weather (cast as 1 action), water breathing