Sources
CR
Type
Size
Alignment
Movement

Nimir

Huge Giant, Lawful Good

Armor Class 16 (scale mail)
Hit Points 230 (20d12 + 100)
Speed 50 ft., swim 50 ft.
STR
29
+9
DEX
14
+2
CON
20
+5
INT
16
+3
WIS
18
+4
CHA
18
+4
Saving Throws STR +14, CON +10, WIS +9, CHA +9
Skills Athletics +14, Insight +9, Perception +9
Damage Resistances cold
Damage Immunities lightning, thunder
Senses passive Perception 19
Languages Common, Giant
Challenge 13 (10,000 XP)

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.

Spellcasting

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

Actions

Multiattack. Nimir makes two greatsword attacks.

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

Rock. Ranged Weapon Attack: +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.