Fire Giant CR: 9 (5000 XP)
Huge giant (elemental, fire), lawful evil
Armor Class: 18 (plate armor)
Hit Points: 288 ( 16d12+96 )
Speed:
30 ft
Saving Throws: Dex 1d20+3 , Con 1d20+10 , Cha 1d20+5
Skills: Athletics 1d20+11 , Perception 1d20+6
Damage Immunities: fire
Languages: Giant, Primordial
Challenge Rating: 9 (5000 XP)
Actions
Multiattack. The giant makes two Searing Greatsword attacks.
Searing Greatsword. Melee Weapon Attack: 1d24+11 to hit, reach 10 ft., one target. Hit:
6d6+7 fire damage. The fire giant can deactivate the flame of his greatsword using a bonus action and turn the damage type into slashing if required. A target hit by Searing Greatsword is also Marked. A Marked target has disavantage on attack enemies other than the fire giant that marked him and automatically provokes attacks of opportunity from the giant for any movement. The Marked condition lasts for 1 minute or until the Marked target provokes an attack of opportunity from the giant. This attack scores a critical hit on a 20 to 24 and roll a d8 (if marked roll with advantage taking the higher result) on critical table G for additional critical hit results (DCC pg. 385).
Throwing Hammer. Ranged Weapon Attack: 1d24+11 to hit, range 60/240 ft., one target. Hit:
4d10+7 bludgeoning damage. This attack scores a critical hit on a 20 to 24 and roll a d8 (or d10 if marked) on critical table G for additional critical hit results (DCC pg. 385).
BONUS ACTION
FLAME'S LURE (EEG, 1/day). All targets in a 15 foot cone are engulfed by flaming tentacles emerging from the giants arm. The target can make a DC 19 DEX (to avoid the attack entirely) or STR (take fire damage but not be pulled towards the giant) saving throw to avoid the attack. On a failure the target is pulled into an area adjacent to the giant and the target takes ongoing 15 fire damage when hit and at the start of its turn (a repeated CON saving throw ends this effect as does using an action to douse the flames with water.) This movement triggers an opportunity attack. If the attack completely misses/fails it automatically recharges.
With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.
Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.
Fire Forged. Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants’ forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.
Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm.
Martial Experts. From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants’ fortresses and underground realms of smoke and ash. The fire giants’ songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths’ hammers throughout their smoky halls.
Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians.
Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.
Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep serfs at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants’ mountainous realms to mine ore and gemstones from deep within the earth.
Fire giants low in the ordning manage the mine tunnels and the serfs that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their serfs than on smelting and working the bounty those serfs produce.
Skilled Artisans. Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.
Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind.
Suggested Environments
Mountains, Volcanos