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
3/day each: control weather, water breathing
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Corrupting Thunder: Area of effect. The Corrupted Giant points a finger at a point within 120 feet of it. Originating from that point in a 20 foot circle a corrupting shockwave is released. Every creature in that area of effect must make a DC 17 Dextarity Saving throw or take 28 (4d12 + 9) points of Thunder and Necrotic damage and take one point of corruption. On a successful save, the creature takes half damage and no corruption.
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.
Description
Standard Storm Giants are Huge creatures, that value freedom and strength. Corrupted Storm Giants are another matter entirely. Touched by whatever has been corrupting the rest of the land, this creature has slowly turned truly dark. It's alignment is now chaotic evil, and it has the capability to afflict others with corruption. The affliction is physically apparent in the eyes and skin. Dark veins can be seen pulsing beneath, and the eyes glow red.
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