Stormreaver

{{Monster | image       = Stormreaver.jpg | type        = Giant | race        = Giant | sub-race    = Storm Giant | MM type     = | alignment   = Lawful Neutral | cr          = {{Xpcolors|normal=24|hard=26|elite=28|enormal=31|ehard=34|eelite=68}} | named       = yes | boss        = Purple | attack      =

| qualities   =
 * Weapon:
 * Wields a giant Superior Thundering Greatsword (~30-40 slashing damage per swing, +3d6 sonic damage)
 * Each swing he does actually performs 2 hits. Its like having 100% doublestrike.
 * Attack Bonus: ~+35
 * Spellcasting - See below

| organization = | habitat1    = The Reaver's Fate | habitat2    = The Fall of Truth | description =
 * HP: {{Xpcolors|normal=~130,000|hard=~150,000|elite=~175,000}}
 * AC: {{Xpcolors|normal=~35|hard=?|elite=~45}}
 * DR {{Xpcolors|normal=10|hard=15|elite=20}}/Mithral (lootgen Mithral weapons currently don't exist in-game, so Metalline or Shield Bash from Mithral Shields and the {{Item|Skybreaker, Hand of the Stormreaver|Skybreaker, Hand of the Stormreaver}} are the only ways to bypass his DR.)
 * Immunities/Resistances: Immune to electric damage and Symbol of Weakness, See Invisibility, Blessing of the Ancients
 * Bestow Curse, Crushing Despair, Waves of Exhaustion, and almost every other debuff works.
 * Intimidate: DC ~50
 * True Seeing


 * Spell Casting: The Stormreaver has Maximize on normal; Maximize and Empower on Hard and Elite. He does not use Heighten, so his spell DC varies from spell to spell. All spells are ~DC35 and lower on elite.
 * Acid Rain
 * Ice Storm
 * Force Missiles
 * Disintegrate
 * Reverse Gravity
 * Storm Reaver Charge:
 * The Charge appears to be the Ball Lightning spell, yet does not deal lightning damage. Instead, it increments your charge level.
 * Level 1: Minor Static Charge - No effect
 * Level 2: Major Static Charge - No effect
 * Level 3: Minor Electric Field - +50 Health, +40 Tumble, Immunity to Elemental Knockdown, Restores 150 Spell points every 6 seconds, Duration: 3 Minutes
 * Level 4: Major Electric Field - You're more vulnerable to lightning attacks (if a charge hits a skull above you, expect heavy lightning damage).
 * Level 5: Overloaded! - Instantly lose all charge levels and take ~150 area effect lightning damage.
 * Madstone Attraction (Elite only):
 * Debuff causes you to suffer a -4 penalty to your reflex saves and take 25% more electrical damage. It can stack multiple times. Beware getting overloaded - it will now cause over 300 damage on a failed save.
 * The Madstone Rod when used will dispel all tiers of this effect, both positive and negative, and the Madstone Attraction. Since the positive effects generally outweigh the negative, it's generally not worth using. It's only use may be for a very low hp caster to perhaps remove the attraction effect from himself when the positive effects are already expired - as it last slightly longer (4min vs 3min).

Recommended Weapons
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 * Metalline of Greater Giant Bane
 * Mineral II Greensteel
 * Metalline of Pure Good
 * Anarchic of Pure Good