Primordial Thunderking

Towering over the landscape at a height of over 100 feet, a primordial thunderking lives with its head in the clouds. Surrounded by a perpetual storm of devastating power, each thunderking is humanoid in shape but incredibly stout and muscular. Their flowing black hair is never cut, sweeping about them and crackling with static electricity. Their eyes glow an electric blue, and their deep voices deafen any who stand too close. Thunderkings have no need of armor, wielding a single massive weapon that can cleave entire buildings in two.


Titanic giant, chaotic neutral

Armor Class 18 (natural armor)
Hit Points special
Speed special

30 (+10) 14 (+2) 30 (+10) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Str +17, Con +17, Wis +11, Cha +11
Skills Athletics +17, History +17, Perception +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, lightning, thunder
Condition Immunities paralyzed, restrained, unconscious
Senses truesight 240 ft., passive Perception 21
Languages Giant, Primordial
Challenge 22 (41,000 XP)


Titanic Creature. The thunderking is a Titanic creature which is so large that combat involves dividing its body up into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of the thunderking if the area is large enough. Each section has its own hit points and actions but shares the thunderking’s other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes incapacitated until it regains hit points or the thunderking is slain, which causes the section to die along with the thunderking. If a section has a speed, the thunderking can move up to that section’s speed during the section’s turn. Creatures can enter and occupy the same space as the thunderking, which is considered difficult terrain, and the thunderking cannot make opportunity attacks. Finally, attempts to forcibly move, banish, or magically teleport the thunderking or any of its parts automatically fail.


Hit Points 266 (13d20 + 130)
Initiative Count 20


Bastion of the Mind. Effects that would attempt to influence the thunderking’s mind (such as psychic damage, the stunned and unconscious conditions, or effects that force an Intelligence, Wisdom, or Charisma saving throw) can only affect this section (all other sections are immune). If this section is blinded, charmed, deafened, frightened, incapacitated, stunned, or unconscious, all the other sections are as well.

Eye of the Storm. When this section is reduced to 0 hit points, the thunderking is slain. If any of the thunderking’s other sections have at least 1 hit point, this section has resistance to all damage.

Position. The head and body of the thunderking is at least 60 feet above the space it occupies. The section is a cube approximately 20 feet wide, 40 feet tall and 20 feet deep.

Towering Thunderhead. The thunderking transforms the weather within 5 miles of it into a perpetual thunderstorm. At the start of each of this section’s turns, it may cause one of the following effects within the storm’s area. The thunderking cannot cause the same effect twice in a row.

  • Hurricane Winds. Until the start of this section’s next turn, hurricane-force winds sweep the area. Arrows, bolts, and other ordinary projectiles fired from ranged weapons are blown off course and automatically miss. Additionally, the area is considered difficult terrain for flying creatures.
  • Lightning Strike. A bolt of lightning descends from the sky, impacting a point of the thunderking’s choice within the area. Creatures within 10 feet of the impact point must attempt a DC 21 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed saving throw, or half as much on a success.
  • Rolling Thunder. Peals of thunder resonate throughout the area. Creatures in the area not immune to thunder damage must succeed on DC 21 Constitution saving throw or be stunned until the end of their next turn.
  • Sleet and Hail. Thick hailstones rain down throughout the area. Everything exposed to the sky takes 17 (5d6) cold damage.


Mighty Resilience. If any section of the thunderking is affected by an effect that would allow it to attempt a saving throw at the start or end of its turn to end the effect, it may immediately attempt that saving throw.

Search. The thunderking attempts a Wisdom (Perception) ability check.

Voice of Thunder (Recharge 5–6). The thunderking bellows at a deafening volume in a 500-foot cone. Each creature in the area must attempt a DC 21 Constitution saving throw, taking 90 (20d8) thunder damage on a failed saving throw, or half as much on a success.


Hit Points 184 (9d20 + 90)
Initiative Count 15


Position. The left arm of the thunderking is positioned on the left side of its body and head and is typically 70 feet up immediately to the left of the space the thunderking occupies. The arm occupies a cube approximately 40 feet tall, 10 feet wide, and 10 feet deep.


Crush. The arm squeezes a creature it is grappling. The target must succeed on a DC 21 Constitution saving throw or take bludgeoning damage equal to half its hit point maximum.

Slam. Melee Weapon Attack: +17 to hit, reach 40 ft., all creatures within 10 ft. of the target. Hit: 62 (8d12 + 10) bludgeoning damage.

Throw. The arm hurls a creature or object it is holding up to 200 feet away from it. If a solid object or surface would prevent this movement, the thrown object or creature takes 3 (1d6) bludgeoning damage for every 10 feet of movement prevented.

Two-Handed Fighting. Until the start of this section’s next turn, when the thunderking makes a melee weapon attack, it deals an extra 30 damage on a successful hit.


Hit Points 225 (11d20 + 110)
Initiative Count 10
Speed 80 ft.


Mighty Tread. When the thunderking moves through or enters another creature’s space, it can choose to force that creature to attempt a DC 21 Dexterity saving throw. On a failed saving throw, the creature takes 36 (4d12 + 10) bludgeoning damage and is knocked prone. A creature cannot take damage from this feature more than once per turn.

Position. The legs of the thunderking are positioned at the base of its space, which is typically a 30-foot-by-30-foot square. The thunderking’s legs are approximately 60 feet tall.

Powerful Strides. The thunderking ignores difficult terrain.


Leap. The thunderking jumps a distance and height up to its speed. The thunderking destroys any nonmagical structures completely within the space where it lands.


Hit Points 184 (9d20 + 90)
Initiative Count 5


Position. The right arm of the thunderking is positioned on the right side of its body and head and is typically 70 feet up immediately to the right of the space the thunderking occupies. The arm occupies a cube approximately 40 feet tall, 10 feet wide, and 10 feet deep.


Cleaving Strike. The arm makes a single Titan Blade attack against each creature of its choice within its reach. On a successful hit, the attack deals half damage.

Devastation. The arm thrusts its blade into the ground, channeling the fury of the storm into the earth. Each Huge or smaller creature within 1 mile of the thunderking must succeed on a DC 21 Dexterity saving throw or fall prone. Nonmagical structures within the area collapse, and the entire area becomes difficult terrain.

Lightning Surge. Ranged Spell Attack: +11 to hit, range 300 ft., one target. Hit: 78 (12d12) lightning damage and the target’s speed becomes 0 until the start of its next turn.

Titan Blade. Melee Weapon Attack: +17 to hit, reach 80 ft., one target. Hit: 79 (10d12 + 14) slashing damage.

Ref: TPKB1 p204-205