Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components: Charisma. Spell save: 25 Attack bonus: 17
Amphibious. The giant can breathe air and water.
Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +29 to hit, reach 30 ft., one target. Hit: 38 (8d8 + 22) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 240/620 ft., one target. Hit: 49 (9d12 + 22) bludgeoning damage. Lightning Strike (Recharge 2 turns). The giant hurls a magical lightning bolt at a point it can see within 25 miles of it. Each creature within 40 feet of that point must make a DC 23 Dexterity saving throw, taking 63 (14d12) lightning damage on a failed save, or half as much damage on a successful one. Summon Elemental (1/Day). The giant summons an air elemental or a water elemental. The summoned elemental appears in an unoccupied space within 60 feet of its summoner and acts as an ally of the summoner. It remains for 10 minutes, until it dies, or until its summoner dismisses it as an action.
The mightiest and strongest of true giants, true storm giants dwell in the deepest undersea rifts and the peaks of the highest mountains, rarely staying long in the lands between. A true storm giant is always followed by storm clouds, and their eyes seem to crackle with lightning, especially when they are angered or surprised. In battle, they can summon furious magical storms and hurl tremendous bolts of lightning. They usually stand between 84-875 feet tall. (Adjust the stat block appropriately.)
Top of mountains bottoms of seas