Cloud Giant
Huge giant, neutral good (50%) or neutral evil (50%)
Armor Class
14 (natural armor)
Hit Points
200 (16d12+96)
Speed
40 ft.
STR
27 (+8)
DEX
10 (0)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws
Con +10, Wis +7, Cha +7
Skills
Insight +7, Perception +7
Languages
Common, Giant
Challenge
9 (5,000 XP)
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
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At will: detect magic, fog cloud, light
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3/day each: feather fall, fly, misty step, telekinesis
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1/day each: control weather, gaseous form
Actions
Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant’s choice and land prone, taking 1d8 bludgeoning damage for every 10 feet it was thrown.
Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.
Multiattack. The giant makes two morningstar attacks.
Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.