| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 10 | +0 | +0 |
| CON | 22 | +6 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 16 | +3 | +7 |
| CHA | 16 | +3 | +3 |
Multiattack. The giant makes two attacks, using Thunderous Mace or Thundercloud in any combination. It can replace one attack with a use of Spellcasting to cast Fog Cloud.
Thunderous Mace. Melee Attack Roll: +12, reach 10 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 7 (2d6) Thunder damage.
Thundercloud. Ranged Attack Roll: +12, range 240 ft. Hit: 18 (3d6 + 8) Thunder damage, and the target has the Incapacitated condition until the end of its next turn.
Spellcasting. The giant casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Fog Cloud, Light
1/Day Each: Control Weather, Gaseous Form, Telekinesis
Misty Step. The giant casts the Misty Step spell, using the same spellcasting ability as Spellcasting.
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Posted Feb 4, 2025Thundercloud being auto incapacitated condition is crazy. Fine with a save...crazy just auto.
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Posted Feb 8, 2025I gotta say, That Cloud Giantess is hot
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Posted Apr 7, 2025Never anger a cloud giant. I pity any party that has to fight a flying tank that can blast them with a thundercloud from over 200 feet away. That's out or range for almost all spells and requires rolling at disadvantage for even the longest range weapons.
On the positive side, this is one case where a ranged martial character with sharpshooter or those crazy eldritch blast sniper builds come in handy.
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Posted Apr 16, 2025Like the new artwork as much as the old one.
Got 4 initiative and can hover now which is a nice feature. Lost his CHA save.
Perception increased by 4.
Has infinite misty steps now and can attack two time with ranged attacks. Love that its now a fitting attack and not just a giant throwing rocks. Dmg got lowered by 12 but having two of them, dmg type changed to thunder AND incapacitating someone is very strong. Mace deals 7 thunder dmg more too
Overall way stronger now and a real threat
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Posted May 2, 2025I still don't get why cloud giants have fangs.
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Posted Jul 3, 2025Just make the incapacitated a dc 15 con save and we are good to go. For the rest, love this statblock.
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Posted Jul 10, 2025cus it looks cool
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Posted Jul 14, 2025Because the original art looks like they had fangs, when in reality they were lip piercings. I guess the people writing the new manual were confused too.
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Posted Apr 17, 2026This kinda sums up my problem with 2024e - they removed saving throws after you get hit by an attack roll, which means stuff like this becomes brutally overpowered
A +12 to hit, multiattack, 240 range move that incapacitates on hit? In 2014e you'd want to bring a paladin, or have the cleric cast bless on the party, or do something else to bump people's saving throws so they could resist the con save against this effect, but in 2024e literally all anyone can do is pray that the giant rolls a nat 1 and misses
Even someone in plate armour, the best armour in the game, is getting hit 75% of the time, and once you're hit there's zero counterplay, a level 20 paladin with resilient con, 20 charisma, and a bunch of magic items boosting saving throws? Your +20 to con saves means nothing, you're auto incapacitated anyway
And they did this for EVERY enemy - saving throws only really matter for dragons and other breath weapon users now, and the occasional mage encounter, but an enemy like this one which would have been a perfect chance for them to reward players for building for saving throws just winds up feeling not fun to fight
Like, what am I meant to do about this? Even if I have a paladin in the party, the cleric cast bless on me, I'm a fighter who took resilient con and can reroll failed saving throws, etc, odds are this guy's hitting me even through disadvantage due to that absurd accuracy and range, and once he does, I get stunlocked for the rest of the fight without even so much as a saving throw to resist it
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Posted Apr 21, 2026there actually a lot of creatures that still use saving throws, they just tend to lean a bit more magical, aboleths, mummies, dragons, elementals (air), banshee's, every single dragon, beholders, nagas, etc. Yes some have been removed, but it's more leaning towards the physical aspect rather than the magical, hence there are a lot more mental saving throws (int, cha, and wis)